QuasitTiny fiend (demon)
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
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. It knows the following spells:
At will: invisibility
Claw (Bite in Beast Form). Melee Weapon Attack: −1 to hit, reach 1 m. Hit: 1 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 5 meters 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.
Change Shape (1/turn). The quasit can polymorph into a beast form that resembles a bat (speed 2 m. fly 8 m.), a centipede (8 m., climb 8 m.), or a toad (8 m., swim 8 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.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9