Tiny Fiend (Demon), Chaotic Evil
Armor Class 13
Hit Points 25 (10d4)
Speed 40 ft.
STR
5 (-3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Skills Stealth +5
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Proficiency Bonus +2

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

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Change Shape. The quasit changes into a form that resembles a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed. The quasit reverts to its true form if it dies.

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically

D&D Free Rules (2024), pg. 355

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