5e Cards
Challenge 1: 1

Quasit

Tiny fiend (demon), chaotic evil

Armor Class
13
Hit Points
7 (3d4)
Speed
40 ft.
STR
5 (−3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (−2)
WIS
10 (+0)
CHA
10 (+0)
Skills
Stealth +5
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Abyssal, Common
Challenge
1 (200 XP)
Proficiency Bonus
+2

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.

Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw (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.

How many for your party

Copies of the quasit (200 XP each) against a party of four characters of the same level. Build mixed fights in the encounter builder.

Number of Quasit for each difficulty, party of four
Party levelEasyMediumHardDeadly
Level 1—1—2–20
Level 21—23–20
Level 3—234–20
Level 42345–20
Level 53–45–67–89–20
Level 63–56–78–1011–20

In these lists

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Questions

What CR is the Quasit?

The Quasit is challenge 1, worth 200 XP, with a proficiency bonus of +2.

How many hit points does the Quasit have?

7 hit points (3d4), with AC 13.

How many should I use against four 1st-level characters?

Against four level 1 characters, 1 is medium by the encounter XP budget.