Shapechanger. The Carve can use its action to polymorph into a beast 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 back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance. carve has advantage on saving throws against spells and other magical effects.
Has 120 dark vision
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. 1d4 + 3 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 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 (1/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. Carve 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.
Unforeseen in darkness, turns invisible if its in darkness.
Can cast darkness
can cast black tentacles:
- Casting Time: 1 action
- Range: 90 feet
- Target: A 20-foot square Infront of Carve emanating from his mouth.
- Duration: Up to 1 minute
- Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - if its grappled an enemy of same size or smaller, can take an action to swallow.
Shadow stepping, takes full turn (reaction, bonus main action), to shadow step from one shadow to another shadow as long as the shadow is at least 5ft.
Comments