Quasit is a Tiny fiend with chaotic evil alignment and Challenge Rating 1 in D&D 5e. This stat block includes AC 13, 7 hit points, speeds, traits, and actions.
Claw (Bite in Beast Form) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare - One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility - The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Frequently Asked Questions
The Quasit is a Tiny fiend with chaotic evil alignment in D&D 5th Edition.
The Quasit has a Challenge Rating (CR) of 1, worth 200 XP.
The Quasit has 7 hit points (3d4) and an Armor Class of 13 in D&D 5th Edition.
The Quasit has resistance to: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons.
The Quasit is immune to these damage types or sources: poison.
The Quasit is immune to the following conditions: Poisoned.