Stealth +5
Darkvision 120 ft
Abyssal, Common
Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Poison
Poisoned
Traits
Magic Resistance
The Quasit has advantage on saving throws against spells and other magical effects.
Actions
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.
Claw (Bite in Beast Form)
-1 to hit, range 5 ft. Hit: -1 (1d4 - 3) piercing damage. The target must succeed on a saving throw or take damage and become poisoned for . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shapechanger
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Scare
One creature of the Quasit's choice within of it must succeed on a saving throw or be frightened for . 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.