Quasit

Small fiend, chaotic evil

Armor Class 13 (natural armor)

Hit Points 25 (10d4)

Speed 40 ft., swim 20 ft., climb 20 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)

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

Actions

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

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

Scare. 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.

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.

Attack Summary

Rend attackmelee
+5 to hit|1d4+3 slashing
Range: 5 ft.