Quasit

Tiny fiend (demon, shapechanger), chaotic evil

Armor Class

13

Hit Points

7 (13d4)

Speed

40 ft.

Skills

Stealth +5

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

truesight 120 ft., passive Perception 10

Languages

Abyssal, Common

Challenge

1 (200 XP)

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.

Magic Resistance:

The marilith has advantage on saving throws against spells and other magical effects.

Actions

Claws (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 (1/day):

One creature of the quasit’s choice within 20 feet 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.

Invisible:

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.

Quipper

Tiny beast, unaligned

Armor Class

13

Hit Points

1 (1d4 - 1)

Speed

0 ft., swim 40 ft.

Senses

darkvision 60 ft., passive Perception 8

Languages

Challenge

0 (10 XP)

Blood Frenzy:

The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing:

The quipper can breathe only underwater.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

Quipper, Swarm of

Medium swarm of Tiny beasts, unaligned

Armor Class

13

Hit Points

28 (8d8 - 8)

Speed

0 ft., swim 40 ft.

Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses

darkvision 60 ft., passive Perception 8

Languages

Challenge

1 (200 XP)

Blood Frenzy:

The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Swarm:

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.

Water Breathing:

The quipper can breathe only underwater.

Actions

Bites:

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.