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Quasit

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

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

Actions

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.

Source

Monster Manual (2024), p. 252