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creature is immune to the nalfeshnee’s Horror Nimbus turns, with disadvantage if the quasit is within line of
for the next 24 hours. sight, ending the effect on itself on a success.
Teleport. The nalfeshnee magically teleports, along Invisibility. The quasit magically turns invisible until it
with any equipment it is wearing or carrying, up to 120 attacks or uses Scare, or until its concentration ends (as
feet to an unoccupied space it can see. if concentrating on a spell). Any equipment the quasit
wears or carries is invisible with it.
Quasit
Tiny fiend (demon, shapechanger), chaotic evil Vrock
Large fiend (demon), chaotic evil
Armor Class 13
Hit Points 7 (3d4) Armor Class 15 (natural armor)
Speed 40 ft. Hit Points 104 (11d10 + 44)
Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0) STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1)
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, Saving Throws Dex +5, Wis +4, Cha +2
piercing, and slashing from nonmagical attacks Damage Resistances cold, fire, lightning; bludgeoning,
Damage Immunities poison piercing, and slashing from nonmagical attacks
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 120 ft., passive Perception 10 Condition Immunities poisoned
Languages Abyssal, Common Senses darkvision 120 ft., passive Perception 11
Challenge 1 (200 XP) Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Shapechanger. The quasit can use its action to
polymorph into a beast form that resembles a bat Magic Resistance. The vrock has advantage on saving
(speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), throws against spells and other magical effects.
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 Actions
speed changes noted. Any equipment it is wearing or Multiattack. The vrock makes two attacks: one with its
carrying isn’t transformed. It reverts to its true form if beak and one with its talons.
it dies.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Magic Resistance. The quasit has advantage on saving target. Hit: 10 (2d6 + 3) piercing damage.
throws against spells and other magical effects.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Actions one target. Hit: 14 (2d10 + 3) slashing damage.
Spores (Recharge 6). A 15- foot- radius cloud of toxic
Claws (Bite in Beast Form). Melee Weapon Attack: +4 spores extends out from the vrock. The spores spread
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing around corners. Each creature in that area must
damage, and the target must succeed on a DC 10 succeed on a DC 14 Constitution saving throw or
Constitution saving throw or take 5 (2d4) poison become poisoned. While poisoned in this way, a target
damage and become poisoned for 1 minute. The target takes 5 (1d10) poison damage at the start of each of its
can repeat the saving throw at the end of each of its turns. A target can repeat the saving throw at the end
turns, ending the effect on itself on a success.
of each of its turns, ending the effect on itself on a
Scare (1/Day). One creature of the quasit’s choice success. Emptying a vial of holy water on the target
within 20 feet of it must succeed on a DC 10 Wisdom also ends the effect on it.
saving throw or be frightened for 1 minute. The target
can repeat the saving throw at the end of each of its
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 273

