Showing0entries
Sorted A-Z
Monsters

Quasit

CR 1 Small fiend with 25 HP, AC 13, and DEX 17 enabling rapid evasion in combat. Magic Resistance grants advantage on spell saves. Darkvision 120 ft. and Abyssal fluency suit ambus...

Granted Features
Automatic:
CR 1/4 fiend with 18 HP and AC 11; low DEX (11) and WIS (8) limit offense and awareness. Abyssal telepathy at 60 feet provides squad communication even if the dretch cannot speak clearly. Darkvision and weakness to most saves make it a fragile front-line summon or trap encounter. Search fit: low-level demon minion, first-encounter fiend, Abyssal communication.
Winged demon with Multiattack (Beak, two Talons, two Wings); Beak and Talons inflict piercing/slashing plus 2d6 lightning damage each. Demonic Restoration returns it to the Abyss with full HP if killed outside the Abyss. Magic Resistance grants advantage on spell saves. Spores aura (15-foot emanation) forces CON save DC 16 or 1d10 poison damage and Poisoned condition until saved. Resistant to cold, fire, lightning; immune to poison and Poisoned condition.
CR 8 Large abyssal demon with 157 HP and AC 18. STR 19, DEX 17, CON 20. Telepathy 120 ft., darkvision 120 ft. Traits: Demonic Restoration (revives in the Abyss if killed elsewhere), Magic Resistance (advantage on spell saves), Stench (120-foot aura inducing Poisoned condition). Multiattack with multiple weapon strikes. Resists cold, fire, lightning; immune to poison and Poisoned condition. Search fit: mid-level demon, magic resistance fiend, aura condition debuff.
CR 9 large fiend with 189 HP, AC 17, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. enable perception beyond darkness and illusion. Demonic Restoration revives it in the Abyss if killed outside. Can summon Dretch, Quasit, Vrock, Hezrou, Nalfeshnee, or Marilith as bonus actions (once per day each); Hezrou's Stench imposes Poisoned (CON DC 16) and Spores poison (DC 15);
CR 13 Large fiend (184 HP, AC 18) with Intelligence 19, Demonic Restoration, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. provide reconnaissance and multi-sensory awareness. Can summon five fiends: Dretches (poison cloud, halved actions), Quasits (invisibility, poison strikes), Vrocks (area spores forcing poisoned condition, stunning screech), Hezrous (triple multiattack, 2d8 poison damage per strike, stench aura), Glabrezus (spellcaster with 10-foot-reach grapple)
CR 16 fiend with 220 HP and AC 16. Highest ability scores across the board (STR 18, DEX 20, CHA 20, CON 20, INT 18, WIS 16) combined with truesight 120 ft. and telepathy 120 ft. Possesses Magic Resistance granting advantage on spell saves, Demonic Restoration for revival in the Abyss, and a Reactive trait. Initiative 10 ensures it acts early in combat. Search fit: CR 16 demon, multiattack demon lord, high-ability-score fiend, initiative control.
Huge fiend with CR 19 and 287 HP; STR 26 grants dominance in melee while INT 20 and CHA 22 enable telepathy (120 ft.) and strategic presence. Fire Aura provides ongoing area-denial damage; Death Throes and Legendary Resistance (3/day) force resource commitment. Truesight 120 ft. prevents invisibility and illusion tactics. Search fit: demon boss encounter, fiend with immunity to invisibility, chaotic evil demon commander.

Quasit. Small fiend, chaotic evil.

Languages: Abyssal, Common

Traits: Magic Resistance

Small fiend · chaotic evil

AC 13 · HP 25 · Speed 40 ft., swim 20 ft., climb 20 ft. · Initiative +3

STRDEXCONINTWISCHA
Score5171071010
Mod-3+3+0-2+0+0
Save-3+3+0-2+0+0

Skills Stealth +5 · Senses darkvision 120 ft., passive Perception 10 · Challenge 1 (PB +2)

Resistances Cold, Fire, Lightning · Immunities Poison · Condition Immunities Poisoned

Traits

Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Rend. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn.

Scare. 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.