Medium Fiend (Demon, Shapechanger), Chaotic Evil
Armor Class 16 Natural armor
Hit Points 46 (6d10 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, CON +4
Skills Stealth +5
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger (1/short rest). The quasit can use its action to polymorph into a beast form that resembles a Cave Bear, a Giant Boar , or a Giant Scorpion, or back into its true form. Its Intelligence, Wisdom and Charisma statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if the beast form dies, taking any damage that exceeds the form that it has taken.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

 

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 6 (2d10) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (3/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Monster Tags: DemonShapechanger

Bunderbottom

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