Tiny Aberration, Neutral Evil
Armor Class 13
Hit Points 15 (3d6)
Speed 40 ft., Swim 40 ft.
STR
5 (-3)
DEX
10 (+0)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
17 (+3)
Skills Intimidation +5, Stealth +5
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Stunned
Senses Darkvision 120 ft., Passive Perception 10
Languages Telepathy
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Water Movement :40

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

Actions

Claws (Tentacle Lash). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Slash damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) stun damage and become Stunned for 1 action. 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 10 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: abberation

KRSanders

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