Quasit
Quasit CR: 1
STR
5 -3
DEX
17 +3
CON
10 +0
INT
7 -2
WIS
10 +0
CHA
10 +0
Shapechanger. The quasit can use it's action to polymorph into a beast form that resembles a bat (speed 10 ft, fly 40 ft), a centipede (speed 40 ft, climb 40 ft), or a toad (speed 40 ft, swim 40 ft), or back into it's true form. It's 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. The quasit has advantage on saving throws against magic and other magical effects.
Actions
Claws (Bite in Beast Form)l. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 5 1d4+3 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 2d4 poison damage, and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of it's turns, end 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 it's turns, with disadvantage if the quasit is within line of sight,. ending the effect on itself on a success. Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until it's concentration ends (as if cone concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Suggested Environments
Hell dimensions, anywhere else where they break through or summoned.
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