Limited Magic Immunity. The asceroncan't be affected or detected by spells of 3th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The asceron's innate spellcasting ability is Charisma (spell save DC 15, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand
3/day each: detect magic, invisibility,
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a giant bat or smaller (speed 10 ft. fly 40 ft.), a giant centipede or smaller (40 ft., climb 40 ft.), or a fire snake or regular snake (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment being wonr or carried disappears and re-appears when it revert back to its normal form. It reverts to its true form if it dies.
Multiattack. The asceron makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Description
Ascerons are creatures who love despair and misery often looking for creatures to torture. if they are not looking for things to horrify they are invisible deceiving the innocent into doing acts of darkness. many Ascerons spend their time bowing to their masters or greater demons. even though they despise doing so they enjoy it when their master wants the to torture information out of someone or making a cult by whispering forbidden pleasures in the ears of innocent.
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