Shapechanger: Right here the quasit dnd 5e monster is succesful to make use of its motion for polymorph into the beast kind which is resembles a bat (pace 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or else a toad (40 ft., swim 40 ft.), and even again into its true kind. Normally, its statistics are related in every of their kind, however apart from a pace modifications has been famous. Any kind of apparatus that it’s carrying or else carrying shouldn’t be being remodeled. It shall revert to its true kind each time if it dies.

Magic Resistance: Right here the quasit dnd monster has a bonus on the saving throws that are in opposition to to spells and likewise to different magical results.


Claw (Chew in Beast Kind): Through the use of this claw (chew in beast kind) it might make a melee weapon assault:+4 to hit, attain 5ft., one goal. Hit:5 (1d4 + 3) piercing harm, and likewise the goal ought to be succeeded on a DC10 Structure saving throw or else it ought to take 5 (2d4) poison harm and turn into Poisoned for 1 minute. Nonetheless the goal can repeat a saving throw at an finish of every of its turns, just by ending the impact on itself on successful.

Scare (1/day): Right here one creature of the quasit’s alternative virtually inside 20ft., of it ought to be succeeded on a DC10 Knowledge saving throw or else be Frightened for 1 minute. After all the goal may repeat a saving throw at an finish of every of its turns, with some drawback if a quasit is inside Line of Sight, Ending the Impact on itself on successful.

Invisibility: Nonetheless as per this invisibility the quasit monster magically turns into invisible till except it assaults or else makes use of Scare, and even till its Focus ends (as if concentrating on a spell). Al although any gear the quasit wears or else carries is Invisible with it.

Attributes Of Quasit DnD 5E Monster

AC 13
Alignment Chaotic Evil
CHA 10
CON 10
Problem Score 1
Situation Immunities Poisoned
DEX 17

7 (3d4)

Immunities Poison
Languages Abyssal, Widespread
Passive Notion 10
Resistances Chilly; Fireplace; Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Assaults
Roll 0 Claw/Chew 1d20 + 4 1d4+3
Senses Darkvision 120 Ft.
Measurement Tiny
Expertise Stealth +5
Pace 40 ft.
Sort fiend (demon)
WIS 10