Ram horns curl back from the twisted head of this tiny, winged demon, and its body is thin and wiry.
Environment: Any (Abyssal)
Organization: 1-12
Proficiency Score: +3
Tiny; Neutral/Integrity; outsider
Armor Class: 16 (+1 Dex, +2 Size, +3 Proficiency Score)
Hit Points: 50 (5d10)
Speed: 20 feet, Fly 50 feet
Initiative: +1 (advantage)
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | 11 (+0) |
Saves:
- Fortitude +0
- Reflex +1
- Will +1
Skills:
- Acrobatics +4
- Deception +3
- Intimidate +3
- Lore (Planes) +3
- Perception +4
- Stealth +4
Immunities:
- Effects with the electricity tag
- Poison
Resistances:
- 3 against physical damage except those with the cold iron or honor tags
- 10 against effects with the acid, cold, or fire tags
Senses: Passive Perception 14, dark vision 60 feet
Languages: Abyssal, Common, Telepathy touch
Fast Healing (2). A Quasit gains 2 hit points at the beginning of its turn.
Poison. Any creature struck by a Quasit’s claw must make a Fortitude save or the poison begins to spread.
- Save: Fortitude DC 14
- Onset: 1 round
- Frequency: 1 round
- Duration: 6 rounds
- Counteract: 2
Stage 1. 1 Dexterity damage
Stage 2. 1d2 Dexterity damage
Spells.
Spell Attack +4, Spell DC 14
At Will:
- Detect Alignment
- Detect Magic
- Invisibility (self only)
1 per 24 hours:
- Fear (alter range to 30-foot aura and target to all creatures in the aura)
1 per 7 days:
Actions
Bite. Melee Strike +4/-1/-6 (reach 0 feet, unarmed) with 1d4+1 piercing damage.
Claw. Melee Strike +4/-1/-6 (reach 0 feet, unarmed) with 1d4+1 slashing damage plus poison.