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Quasit Demon ~ CR 2

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:

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.