- Armor Class
- 13
- Hit Points
- 7 (3d4)
- Speed
- 40 ft.
- Challenge
- 1 (200 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
- Skills
- Stealth +5
- Damage resistances
- cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks
- Damage immunities
- poison
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Abyssal, Common
Traits
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 quasit 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 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.
A quasit is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many quasits fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 24 other challenge 1 monsters in the SRD 5.1, the quasit has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 1 monster.
Quasit 2024 stat block
The 2024 Monster Manual revised the quasit, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 7 → 25.
- New in its stat block: Rend and Shape-Shift.
- Gone from it: Shapechanger and Claws.
- Armor Class
- 13
- Hit Points
- 25 (10d4)
- Speed
- 40 ft.
- Challenge
- 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
- Damage resistances
- cold, fire, lightning
- Damage immunities
- poison
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Abyssal, Common
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.
Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.