Quasit Species in The True Dark Ages | World Anvil

Quasit

Quasit CR: 1

Tiny fiend (demon, shapechanger), chaotic evil
Armor Class: 13
Hit Points: 7 3d4
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, Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 120 ft, passive Perception 10
Languages: Abyssal, Common
Challenge Rating: 1

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.

Small green & cream coloured fiends, quasits are an annoyance more than a major threat. They are distinctive by having black eyes, sharp teeth, long horns, and large pointed ears.

Suggested Environments

Hell dimensions, anywhere else where they break through or summoned.


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