Quasit

Quasit

Tiny fiend · CR 1 · 200 XP

13 AC · 25 HP

Roll the Quasit

Rend

Press a roll button. The dice land here.

Stat block

Type
Tiny fiend, chaotic evil
Armor Class
13
Hit Points
25 (10d4)
Speed
40 ft.
Challenge
1 (200 XP), proficiency +2
Resistances
cold, fire, lightning
Immunities
poison
Condition immunities
Poisoned
Senses
darkvision 120 ft., passive perception 10
Languages
Abyssal, Common
STRDEXCONINTWISCHA
5
17
10
7
10
10

Quasit odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Rend (+5)70%
4 dmg
60%
3.4 dmg
55%
3.2 dmg
50%
2.9 dmg
40%
2.3 dmg
30%
1.8 dmg

Quasit hit points

The stat block uses the average, 25. Rolled, 10d4 lands anywhere from 10 to 40.

10: 0.00%11: 0.00%12: 0.01%13: 0.02%14: 0.07%15: 0.18%16: 0.42%17: 0.88%18: 1.64%19: 2.77%20: 4.27%21: 6.05%22: 7.90%23: 9.55%24: 10.68%25: 11.09%26: 10.68%27: 9.55%28: 7.90%29: 6.05%30: 4.27%31: 2.77%32: 1.64%33: 0.88%34: 0.42%35: 0.18%36: 0.07%37: 0.02%38: 0.01%39: 0.00%40: 0.00%
10chance of each total for 10d440
Hit pointsChance
18 or more98%
25 or more56%
33 or more2%
37 or more<1%

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 () 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. 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.

Other CR 1 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.