Quasit | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Quasit CR: 1

Tiny fiend, demon, chaotic evil
Armor Class: 13
Hit Points: 7 (3D4)
Speed: 40 ft , fly: 40 ft

STR

5 -3

DEX

17 +3

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

10 +0

Saving Throws: The quasit has advantage on saving throws against spells and other magical effects.
Skills: Stealth +5
Damage Resistances: Cold, Fire, Lightning, Bludgeoning, Piercing, Hacking, Slashing
Damage Immunities: Poisen
Condition Immunities: Poisoned
Senses: Darkvision 120, Passive Perception 10
Languages: Abyssal, Common
Challenge Rating: 1

Summon Fiend: Casting Time: 1 action Range: 90 feet Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) Duration: Concentration, up to 1 hour   You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.  

Large fiend

Armor Class: 12 + the level of the spell (natural armor) Hit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th Speed: 40 ft., climb 40 ft. or, fly 60 ft. not both

At will: 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.

1/day: Scare: Any creatures the quasit' can see 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.

2/day: Dimension Door: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.


Shape changer: 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.

Actions

Claws +4 to hit, Reach 5, Hit 5 (1d4+3) Piercing.
DC 10 Constitution save 2d4 Poison Damage for 1 minute

Suggested Environments

The Infinite Layers of the Abyss

(pronounced: /ɑːˈbɪs/ a-BIS about this audio file listen) was the birth place of the demons, a chaotic evil universe unto itself with uncountable layers of infinite variety connected haphazardly. The Abyss's place in the cosmology of the Forgotten Realms shifted over time, but the nature of the plane remained fairly constant: a violent, malevolent place where the strong survived on the backs of the weak, the weak conspired to overthrow the strong, alliances only lasted while convenient, and the landscape itself tortured the mind and body of all who dared to pass.
“Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.”
— A tanar'ri saying.


Created by

Chewie42.

Statblock Type

Monster

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