Shapechanger: The quasit can use its action to
Polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), 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 speed changes noted. Any
Equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Magic Resistance: The quasit has advantage on
Saving Throws against
Spells and other magical
Effects.
Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10
Constitution saving throw or take 5 (2d4) poison damage and become
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.
Scare (1/day): One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10
Wisdom saving throw or be
Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within
Line of Sight,
Ending the
Effect on itself on a success.
Invisibility: The quasit magically turns
Invisible until it attacks or uses Scare, or until its
Concentration ends (as if concentrating on a spell). Any
Equipment the quasit wears or carries is
Invisible with it.