Armor Class 13
Hit Points 25 (10d4)
Speed 40 ft.
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
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Rend. m +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.
Scare (1/Day). wis DC 10, one creature within 20 feet. 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.
Shape-Shift. The quasit shape-shifts to resemble 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 game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.
Monster Manual (2024), p. 252