Tiny f e n d (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in
centipede form; 40 ft., swim 40 ft. in toad form)
STR DEX CON IN T W IS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Skills Stealth +5
Dam age Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Dam age Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into
the beast form of a bat, centipede, or toad, or into its demon
form. Its statistics are the same in each form, although its
attack is different in some of them. Any equipment it carries is
not transformed. If slain, the quasit reverts to its demon form
Magic Resistance. The quasit has advantage on saving throws
against spells and other magical effects.
A c t i o n s ______________________________________
Claws (Bite in Beast Form). Melee W e apo n Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become
poisoned for 1 minute. The creature can repeat the saving
throw at the end o f each o f its turns, ending the effect early
on a success.
Scare (1/Day). One creature o f 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 o f each of its turns, with disadvantage if the quasit is
within line o f sight, ending the effect early on a success.
Invisibility. The quasit turns invisible until it attacks or uses
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in
contact with the quasit.