43 lines
2.8 KiB
Markdown
43 lines
2.8 KiB
Markdown
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# Quasit
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*tiny* *Fiend*
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- **Armor Class:** 13
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- **Hit Points:** 35
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- **Speed:** walk 40 ft.- **Perception**: 10
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- **Stealth**: 15
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- **Challenge Rating:** 1 (200 XP)
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- **Source:** Black Flag,
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| -3 | +5 | +0 | -2 | +0 | +0 |
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- **Damage Immunities:** Demonic Resilience
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- **Damage Resistances:** Demonic Resilience
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- **Senses:** darkvision 120 ft.
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- **Languages:** Abyssal,Common
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### Special Abilities
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- **Demonic Resilience:** The quasit is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.
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- **Magic Resistance:** The quasit has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Claws (True Form Only):** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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- **Slam (Beast Form Only):** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning, piercing, or slashing damage (based on the type of damage dealt by the Beast form's primary attack, such as Bite).
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- **Invisibility (True Form Only):** The quasit magically turns invisible until it attacks, uses Scare, or uses Change Shape, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
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### Bonus Actions
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- **Change Shape:** The quasit magically transforms into a Medium or smaller Beast that has a CR no higher than its own or back into its true form, which is a Fiend. Its statistics, other than its size and speed, are the same in each form.<br>Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.
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- **Scare (1/Day; True Form Only):** One creature of the quasit's choice within 20 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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### License
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This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
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This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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