Page 310 - Dungeons and Dragons - Players Handbook
P. 310
~UASIT . . ACllONS
Tiny fiend (demon, shapechanger), chaotlC evll Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one targel.
Hit: 1 piercing damage.
Armar Class 13
Hil Poinls 7 (3d4)
Speed 40 fI. (10 fI., fly40 fI. in bal form; 40 fI., c1imb 40 fI. in RAVEN
cenlipede form; 40 fI., swim 40 fI. in load form) Tiny beast, unaligned
SlR DEX CON INl WIS CHA Armor Class 12
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Hit Points 1 (ld4 - 1)
Speed 10 ft., fly 50 fI.
Skills Sleallh +5
Damage Resislances cold, fire, lighlning; bludgeoning, STR DEX CON INT WIS CHA
piercing, and slashing from nonmagical weapons 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Damage Immunilies poison
Condilion Immunilies poisoned Skills Perception +3
Senses darkvision 120 fI., passive Perceplion 10 Senses passive Perception 13
Languages Abyssal, Common Languages -
Chalienge 1 (200 XP) Chalienge O (10 XP)
Shapechanger. lhe quasil can use ils aclion lo polymorph inlo Mimicry. The raven can mimic simple sounds it has heard,
lhe beasl form of a bal, cenlipede, or load, or into its demon such as a person whispering, a baby crying, or an animal
formo Its statistics are lhe same in each form, although its chittering. A creature that hears the sounds can tell they are
altack is different in some oflhem. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts lo its demon formo
ACTIONS
Magic Resislance. lhe quasit has advanlage on saving Ihrows
againsl spells and other magical effects. Beak. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one targel.
Hit: 1 piercing damage.
ACllONS
Claws (Bite in Beast Form). Melee Weapon Attack: +4 lo hit, REEF SHARK
reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage. Ifthe Medium beost, unaligned
target is a creature, it musl succeed on a DC 10 Constitulion
saving throw or take 5 (2d4) poison damage and become Armor Class 12 (natural armor)
poisoned for 1 minute. lhe crealure can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end of each of its tums, ending the effect early Speed O fI., swim 40 ft.
on a success.
Scare (ljDay). One creature ofthe quasit's choice within 20 STR DEX CON INl WIS CHA
feet ofit must succeed on a DC 10 Wisdom saving throw or be 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
frightened for 1 minute. lhe target can repeat the saving throw
at the end of each of its tums, with disadvantage if the quasit is Skills Perception +2
within line of sight, ending the effect early on a success. Senses blindsight 30 fI., passive Perception 12
Languages -
Invisibility. lhe quasit tums invisible until it altacks or uses Challenge 1{2 (100 XP)
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in Pack Tacties. The shark has advantage on altack rolls against a
contact with the quasit.
creature if at least one of the shark's allies is within 5 feet of the
creature and isn't incapacitated.
1
RAT Water Breathing. lhe shark can breathe only while u derwater.
Tiny beast, unaligned
ACTIONS
Armor Class 10 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one arget.
Hit Points 1 (ld4 - 1) Hit: 6 (ld8 + 2) piercing damage.
Speed 20 fI.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge O (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.
I
APPENDTX D CRFA1 URE fATISTICS
309

