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Demon, Quasit

Size
Tiny
Type
Fiend
Alignment
Chaotic-Evil
Armor Class
13
Speeds
40
Strength Score
5
Dexterity Score
17
Constitution Score
10
Intelligence Score
7
Wisdom Score
10
Charisma Score
10
Skill Proficiencies
Stealth
Vision
Darkvision (120ft)
Languages Ref
Abyssal, Aethyrian Common
Hit Points
7
Condition Immunities
Poisoned, Charmed, Frightened
Resistances
Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Immune to Poison Damage, Immune to Non-Magical Damage
Languages Prep
Abyssal, Aethyrian Common
Languages
Abyssal, Aethyrian Common

Tiny fiend (demon), 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 attacks

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Abyssal, Common

Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its 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 spells and other magical effects.

Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw (Bite in Beast Form). 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 its turns, ending the effect on itself on a success.

Scare (1/day). One creature of the quasit's choice within 20 ft. 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 its 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 its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.