Shapechanger: Here the quasit dnd 5e monster is capable to use its action for polymorph into the beast form which is resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or else a toad (40 ft., swim 40 ft.), or even back into its true form. Usually, its statistics are similar in each of their form, but except for a speed changes has been noted. Any type of equipment that it is wearing or else carrying is not being transformed. It shall revert to its true form whenever if it dies.
Magic Resistance: Here the quasit dnd monster has an advantage on the saving throws which are against to spells and also to other magical effects.
Claw (Bite in Beast Form): By using this claw (bite in beast form) it can make a melee weapon attack:+4 to hit, reach 5ft., one target. Hit:5 (1d4 + 3) piercing damage, and also the target should be succeeded on a DC10 Constitution saving throw or else it should take 5 (2d4) poison damage and become Poisoned for 1 minute. However the target can repeat a saving throw at an end of each of its turns, simply by ending the effect on itself on a success.
Scare (1/day): Here one creature of the quasit’s choice almost within 20ft., of it should be succeeded on a DC10 Wisdom saving throw or else be Frightened for 1 minute. Of course the target could repeat a saving throw at an end of each of its turns, with some disadvantage if a quasit is within Line of Sight, Ending the Effect on itself on a success.
Invisibility: However as per this invisibility the quasit monster magically turns into invisible until unless it attacks or else uses Scare, or even until its Concentration ends (as if concentrating on a spell). Al though any equipment the quasit wears or else carries is Invisible with it.
Attributes Of Quasit DnD 5E Monster
|Resistances||Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks|
|Roll 0||Claw/Bite 1d20 + 4 1d4+3|
|Senses||Darkvision 120 Ft.|