Quasit [1/2]Fiend · CR 1
Quasit [1/2]Tiny Fiend (Demon), Chaotic Evil
STR5-3DEX17+3CON10+0INT7-2WIS10+0CHA10+0
AC13HP25CR1SPD40 ft.
TRAITS
Magic Resistance

The quasit has Advantage on saving throws against spells and other magical effects.

ACTIONS
Rend

Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Quasit [2/2]Fiend · CR 1
Quasit [2/2]Tiny Fiend (Demon), Chaotic Evil
ACTIONS (cont.)
Invisibility

The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day)

Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift

The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Quasit [1/2]
Tiny Fiend (Demon), Chaotic Evil
1
13Armor Class
25Hit Points
40 ft.Speed
STR5-3
DEX17+3
CON10+0
INT7-2
WIS10+0
CHA10+0

Initiative. +3

Senses. Darkvision 120 ft.; Passive Perception 10

Resistances. Cold, Fire, Lightning

Immunities. Poison; Poisoned

Languages. Abyssal, Common

Traits

Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Invisibility. The quasit casts Invisibility on itself, requiring no

Fiend
Monster card
Quasit [2/2]
Tiny Fiend (Demon), Chaotic Evil
1
13Armor Class
25Hit Points
40 ft.Speed
STR5-3
DEX17+3
CON10+0
INT7-2
WIS10+0
CHA10+0

Actions (cont.)

spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Fiend
Monster card

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Quasit — printable monster card

Tiny Fiend (Demon), Chaotic Evil

  • CR 1
  • Fiend
  • Tiny

Full stat block

Armor Class
13
Hit Points
25
Initiative
+3
Speed
40 ft.
Senses
Darkvision 120 ft.; Passive Perception 10
Resistances
Cold, Fire, Lightning
Immunities
Poison; Poisoned
Languages
Abyssal, Common
Challenge Rating
1 (200 XP)
Proficiency bonus
+2
Skill proficiencies
Stealth
Ability scores
STR DEX CON INT WIS CHA
5 -3 17 +3 10 +0 7 -2 10 +0 10 +0

Traits

Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

See also