Free interactive D&D 5e SRD stat block

Quasit

Tiny Fiend, CR 1, AC 13, 25 HP. Chaotic Evil.

Tiny Fiend (Demon), Chaotic Evil

AC
13
Initiative
+3 (13)
HP
25 (10d4)
Speed
40 ft.
ScoreModSave
STR 5 -3 -3
DEX 17 +3 +3
CON 10 +0 +0
INT 7 -2 -2
WIS 10 +0 +0
CHA 10 +0 +0
Skills
Stealth +5
Resistances
Cold, Fire, Lightning
Immunities
Poison, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 10
Languages
Abyssal, Common
CR
1 (XP 200; PB +2)

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 (1d4+3) 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 (1/Day). 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.

How to run Quasit

A quasit is a CR 1 demon with 25 HP and AC 13, and it is in your campaign because it works for someone. Quasits do not freelance. There is a warlock, a cultist, or a junior abyssal lord behind it, and the encounter pays off when the party realizes the quasit is a messenger or a saboteur, not a brawler. Speak Common and Abyssal, sneak in (Stealth +5), set something up, and either flee or die obstructing the cleanup.

Open with Invisibility before initiative if the party hasn't already spotted it. The quasit's job in round one is to set up a flank or land a single Scare. Scare is DC 10 Wisdom on one creature within 20 feet, Frightened on a fail, repeating saves at end of turn, automatic success after one minute. DC 10 is low, but Magic Resistance does not help the party here, and the disadvantage on attacks from a Frightened wizard is worth a turn of trade. Once Scare is spent (1/Day), Rend at +5 for 1d4+3 slashing also imposes the Poisoned condition until the start of the quasit's next turn. Stack Poisoned on the rogue and the rogue's sneak attack vanishes.

Resistance to cold, fire, and lightning, plus immunity to poison damage and the Poisoned condition, means the wizard's Burning Hands is largely a waste. Force damage, radiant, and silvered weapons are the answers. Shape-Shift gives the quasit 40 ft. of fly in bat form, which is the escape button. As soon as it's Bloodied, it shape-shifts to bat and is gone through a window.

The damage is forgettable. The unsettling part is the quasit speaking the cultist's words back to the party in the cultist's voice three sessions later. Treat the encounter as the introduction of a recurring familiar, not a one-off enemy.

Have the quasit giggle when it takes damage. Players hate that, which is the right reaction.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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