Quasit

Monster Manual (2025) p. 252,

Size
Tiny
Type
fiend (demon)
Alignment
chaotic evil
AC
13
Initiative
3
Hit Points
25 (10d4)
Speed
walk 40 ft.
Skills
Stealth +5
Resistances
cold, fire, lightning
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Abyssal, Common
Challenge
1
Environment
planar (abyss)
STR
5
−3
DEX
17
+3
CON
10
+0
INT
7
−2
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

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.

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.

recharge

1/DAY

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.

Invisibility

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

  • At will: Invisibility

Spells

Invisibility [5.5e]

Other data

description

Tirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning invisible, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their poisoned claws. Quasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.