Kryx RPGThemesMonsters

Quasit

Tiny fiend (demon)
Challenge
1 (200 XP)

STR
−3
DEX
3
CON
0
INT
−2
WIS
0
CHA
0

7
3d4
13
Fort
+0
Ref
+0
Will
+0
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities poisoned

Speed 12 m.
Senses darkvision 35 m., passive Perception 10
Skills Stealth +5
Languages Abyssal, Common

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

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 3 m. fly 12 m.), a centipede (12 m., climb 12 m.), or a toad (12 m., swim 12 m.), 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.

Spellcasting. The quasit’s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

At will: invisibility

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 1.6 kilometers of each other. While the quasit is within 3 meters 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 1.5 m. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Fortitude 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/long rest). One creature of the quasit’s choice within 6 meters of it must succeed on a DC 10 Will 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.