Quasit
- Size
- Tiny
- Type
- Fiend
- Challenge Rating
- 1/2
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 13
- Speeds
- 40
- Walking Speed
- 40
- Strength Score
- 5
- Dexterity Score
- 16
- Constitution Score
- 12
- Intelligence Score
- 10
- Wisdom Score
- 12
- Charisma Score
- 12
- Skill Proficiencies
- Stealth
- Vision
- Darkvision (120ft)
- Languages Ref
- Abyssal, Common
- Hit Points
- 14
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Poison Damage
- Languages
- Abyssal, Aethyrian Common
Tiny fiend
Armor Class 13
Hit Points 14 (4d4+4)
Speed 40 ft.
- STR
- 5 (−3)
- DEX
- 16 (+3)
- CON
- 12 (+1)
- INT
- 10 (+0)
- WIS
- 12 (+1)
- CHA
- 12 (+1)
Skills Stealth +5
Damage Resistances cold, fire, lightning; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common
Challenge 1/2 (100 XP)
Chaotic Evil. The quasit radiates a Chaotic and Evil aura.
Magic Resistance. The quasit has advantage on saving throws against spells and magical effects.
Actions
Claws (Bite While Shapeshifted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 11 Constitution saving throw becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success.
Scare (Quasit Form Only). A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success. If a creature makes its saving throw or the condition ends for it it is immune to any quasits Scare for the next 24 hours.
Shapeshift. The quasit magically changes its form into a bat (speed 10 ft. fly 40 ft.) centipede (40 ft. climb 40 ft.) or toad (40 ft. swim 40 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies.
Bonus Actions
Invisibility. The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.