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Quasit (toad form)

Tiny beast, any
Armor Class 13
Hit Points 7 (3d4) 3d4
Speed 40ft Burrow: 5ft Swim: 40ft

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 Sylvan
Challenge 1 (200 XP)


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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a dc 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.


 

Created by

opticalcite.

Statblock Type

Monster / Creature

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