SRD5:Quasit

From Rlyehwiki
Revision as of 12:16, 13 November 2019 by Rlyehable (talk | contribs) (Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{SRD5|Monster}}}}</div> <div class="notice"></div> <div class="badge">{{5esrd}}</div> <div class="gi-main"> {{5e Mo...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Quasit
Tiny Fiend  (Demons,  Shapechangers), Chaotic Evil
Armor Class: 13
Hit Points: 13 (3d4)
Speed: 40 ft.
Str Dex Con Int Wis Cha
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Skills: Stealth +5
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: poison
Condition Immune: poisoned
Senses: darkvision 120 ft., passive perception 10
Languages: Abyssal, common
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2
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.

Actions

Claws (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. 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 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.

Sources


Back to Main PageDnD5x5e (2014)SRD5Monster

  Open Game Content
This is article is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
  CC-BY
Caution
CC-BY-SA
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
SRD-OGL v5.1, SRD-CC v5.1 Contrigubtions +

0 articles
No results