13
7 (13d4)
40 ft.
Stealth +5
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 10
Abyssal, Common
1 (200 XP)
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.
The marilith has advantage on saving throws against spells and other magical effects.
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.
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.
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.
13
1 (1d4 - 1)
0 ft., swim 40 ft.
darkvision 60 ft., passive Perception 8
—
0 (10 XP)
The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
The quipper can breathe only underwater.
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.
13
28 (8d8 - 8)
0 ft., swim 40 ft.
bludgeoning, piercing, slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
darkvision 60 ft., passive Perception 8
—
1 (200 XP)
The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
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.
The quipper can breathe only underwater.
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.