jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Noble monster in D&D 5e.
Answer: Noble is a Medium humanoid (any alignment).
AC: 15 (armor), HP: 9 (2d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 12 CON 11 INT 12 WIS 14 CHA 16.
Senses: passive_perception 12. Languages: any two languages. CR: 0.125.

**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble’s statistics can also be used to represent **courtiers** who aren’t of noble birth. Actions:
**Rapier:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Question: Describe the Ochre Jelly monster in D&D 5e.
Answer: Ochre Jelly is a Large ooze (unaligned).
AC: 8 (dex), HP: 45 (6d10), Speed: walk 10 ft., climb 10 ft..
Abilities: STR 15 DEX 6 CON 14 INT 2 WIS 6 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 8. Languages: None. CR: 2.

Special Abilities:
**Amorphous:** The jelly can move through a space as narrow as 1 inch wide without squeezing.

**Spider Climb:** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
**Pseudopod:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Question: Describe the Octopus monster in D&D 5e.
Answer: Octopus is a Small beast (unaligned).
AC: 12 (dex), HP: 3 (1d6), Speed: walk 5 ft., swim 30 ft..
Abilities: STR 4 DEX 15 CON 11 INT 3 WIS 10 CHA 4.
Senses: darkvision 30 ft., passive_perception 12. Languages: None. CR: 0.

Special Abilities:
**Hold Breath:** While out of water, the octopus can hold its breath for 30 minutes.

**Underwater Camouflage:** The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**Water Breathing:** The octopus can breathe only underwater.
Actions:
**Tentacles:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

**Ink Cloud:** A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Question: Describe the Ogre monster in D&D 5e.
Answer: Ogre is a Large giant (chaotic evil).
AC: 11 (armor), HP: 59 (7d10), Speed: walk 40 ft..
Abilities: STR 19 DEX 8 CON 16 INT 5 WIS 7 CHA 7.
Senses: darkvision 60 ft., passive_perception 8. Languages: Common, Giant. CR: 2.

Actions:
**Greatclub:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

**Javelin:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Question: Describe the Ogre Zombie monster in D&D 5e.
Answer: Ogre Zombie is a Large undead (neutral evil).
AC: 8 (dex), HP: 85 (9d10), Speed: walk 30 ft..
Abilities: STR 19 DEX 6 CON 18 INT 3 WIS 6 CHA 5.
Senses: darkvision 60 ft., passive_perception 8. Languages: understands Common and Giant but can't speak. CR: 2.

Special Abilities:
**Undead Fortitude:** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions:
**Morningstar:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Question: Describe the Oni monster in D&D 5e.
Answer: Oni is a Large giant (lawful evil).
AC: 16 (armor), HP: 110 (13d10), Speed: walk 30 ft., fly 30 ft..
Abilities: STR 19 DEX 11 CON 16 INT 14 WIS 12 CHA 15.
Senses: darkvision 60 ft., passive_perception 14. Languages: Common, Giant. CR: 7.

Special Abilities:
**Innate Spellcasting:** The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep

**Magic Weapons:** The oni's weapon attacks are magical.

**Regeneration:** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions:
**Multiattack:** The oni makes two attacks, either with its claws or its glaive.

**Claw (Oni Form Only):** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

**Glaive:** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

**Change Shape:** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Question: Describe the Orc monster in D&D 5e.
Answer: Orc is a Medium humanoid (chaotic evil).
AC: 13 (armor), HP: 15 (2d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 12 CON 16 INT 7 WIS 11 CHA 10.
Senses: darkvision 60 ft., passive_perception 10. Languages: Common, Orc. CR: 0.5.

Special Abilities:
**Aggressive:** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions:
**Greataxe:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

**Javelin:** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Question: Describe the Otyugh monster in D&D 5e.
Answer: Otyugh is a Large aberration (neutral).
AC: 14 (natural), HP: 114 (12d10), Speed: walk 30 ft..
Abilities: STR 16 DEX 11 CON 19 INT 6 WIS 13 CHA 6.
Senses: darkvision 120 ft., passive_perception 11. Languages: Otyugh. CR: 5.

Special Abilities:
**Limited Telepathy:** The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Actions:
**Multiattack:** The otyugh makes three attacks: one with its bite and two with its tentacles.

**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

**Tentacle:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

**Tentacle Slam:** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Question: Describe the Owl monster in D&D 5e.
Answer: Owl is a Tiny beast (unaligned).
AC: 11 (dex), HP: 1 (1d4), Speed: walk 5 ft., fly 60 ft..
Abilities: STR 3 DEX 13 CON 8 INT 2 WIS 12 CHA 7.
Senses: darkvision 120 ft., passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Flyby:** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

**Keen Hearing and Sight:** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions:
**Talons:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Question: Describe the Owlbear monster in D&D 5e.
Answer: Owlbear is a Large monstrosity (unaligned).
AC: 13 (natural), HP: 59 (7d10), Speed: walk 40 ft..
Abilities: STR 20 DEX 12 CON 17 INT 3 WIS 12 CHA 7.
Senses: darkvision 60 ft., passive_perception 13. Languages: None. CR: 3.

Special Abilities:
**Keen Sight and Smell:** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions:
**Multiattack:** The owlbear makes two attacks: one with its beak and one with its claws.

**Beak:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

**Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Question: Describe the Panther monster in D&D 5e.
Answer: Panther is a Medium beast (unaligned).
AC: 12 (dex), HP: 13 (3d8), Speed: walk 50 ft., climb 40 ft..
Abilities: STR 14 DEX 15 CON 10 INT 3 WIS 14 CHA 7.
Senses: passive_perception 14. Languages: None. CR: 0.25.

Special Abilities:
**Keen Smell:** The panther has advantage on Wisdom (Perception) checks that rely on smell.

**Pounce:** If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Question: Describe the Pegasus monster in D&D 5e.
Answer: Pegasus is a Large celestial (chaotic good).
AC: 12 (dex), HP: 59 (7d10), Speed: walk 60 ft., fly 90 ft..
Abilities: STR 18 DEX 15 CON 16 INT 10 WIS 15 CHA 13.
Senses: passive_perception 16. Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak. CR: 2.

Actions:
**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Question: Describe the Phase Spider monster in D&D 5e.
Answer: Phase Spider is a Large monstrosity (unaligned).
AC: 13 (natural), HP: 32 (5d10), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 15 DEX 15 CON 12 INT 6 WIS 10 CHA 6.
Senses: darkvision 60 ft., passive_perception 10. Languages: None. CR: 3.

A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. Special Abilities:
**Ethereal Jaunt:** As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

**Spider Climb:** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Walker:** The spider ignores movement restrictions caused by webbing.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Question: Describe the Pit Fiend monster in D&D 5e.
Answer: Pit Fiend is a Large fiend (lawful evil).
AC: 19 (natural), HP: 300 (24d10), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 26 DEX 14 CON 24 INT 22 WIS 18 CHA 24.
Senses: truesight 120 ft., passive_perception 14. Languages: Infernal, telepathy 120 ft.. CR: 20.

Special Abilities:
**Fear Aura:** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

**Magic Resistance:** The pit fiend has advantage on saving throws against spells and other magical effects.

**Magic Weapons:** The pit fiend's weapon attacks are magical.

**Innate Spellcasting:** The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Actions:
**Multiattack:** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

**Bite:** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Claw:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

**Mace:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

**Tail:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Question: Describe the Planetar monster in D&D 5e.
Answer: Planetar is a Large celestial (lawful good).
AC: 19 (natural), HP: 200 (16d10), Speed: walk 40 ft., fly 120 ft..
Abilities: STR 24 DEX 20 CON 24 INT 19 WIS 22 CHA 25.
Senses: truesight 120 ft., passive_perception 21. Languages: all, telepathy 120 ft.. CR: 16.

Special Abilities:
**Angelic Weapons:** The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

**Divine Awareness:** The planetar knows if it hears a lie.

**Innate Spellcasting:** The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague

**Magic Resistance:** The planetar has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The planetar makes two melee attacks.

**Greatsword:** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

**Healing Touch:** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Question: Describe the Plesiosaurus monster in D&D 5e.
Answer: Plesiosaurus is a Large beast (unaligned).
AC: 13 (natural), HP: 68 (8d10), Speed: walk 20 ft., swim 40 ft..
Abilities: STR 18 DEX 15 CON 16 INT 2 WIS 12 CHA 5.
Senses: passive_perception 13. Languages: None. CR: 2.

Special Abilities:
**Hold Breath:** The plesiosaurus can hold its breath for 1 hour.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Question: Describe the Poisonous Snake monster in D&D 5e.
Answer: Poisonous Snake is a Tiny beast (unaligned).
AC: 13 (dex), HP: 2 (1d4), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 2 DEX 16 CON 11 INT 1 WIS 10 CHA 3.
Senses: blindsight 10 ft., passive_perception 10. Languages: None. CR: 0.125.

Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Polar Bear monster in D&D 5e.
Answer: Polar Bear is a Large beast (unaligned).
AC: 12 (natural), HP: 42 (5d10), Speed: walk 40 ft., swim 30 ft..
Abilities: STR 20 DEX 10 CON 16 INT 2 WIS 13 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 2.

Special Abilities:
**Keen Smell:** The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The bear makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

**Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Question: Describe the Pony monster in D&D 5e.
Answer: Pony is a Medium beast (unaligned).
AC: 10 (dex), HP: 11 (2d8), Speed: walk 40 ft..
Abilities: STR 15 DEX 10 CON 13 INT 2 WIS 11 CHA 7.
Senses: passive_perception 10. Languages: None. CR: 0.125.

Actions:
**Hooves:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Question: Describe the Priest monster in D&D 5e.
Answer: Priest is a Medium humanoid (any alignment).
AC: 13 (armor), HP: 27 (5d8), Speed: walk 25 ft..
Abilities: STR 10 DEX 10 CON 12 INT 13 WIS 16 CHA 13.
Senses: passive_perception 13. Languages: any two languages. CR: 2.

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Special Abilities:
**Divine Eminence:** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

**Spellcasting:** The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
Actions:
**Mace:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Question: Describe the Pseudodragon monster in D&D 5e.
Answer: Pseudodragon is a Tiny dragon (neutral good).
AC: 13 (natural), HP: 7 (2d4), Speed: walk 15 ft., fly 60 ft..
Abilities: STR 6 DEX 15 CON 13 INT 10 WIS 12 CHA 10.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 13. Languages: understands Common and Draconic but can't speak. CR: 0.25.

Special Abilities:
**Keen Senses:** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

**Magic Resistance:** The pseudodragon has advantage on saving throws against spells and other magical effects.

**Limited Telepathy:** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

**Sting:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Question: Describe the Purple Worm monster in D&D 5e.
Answer: Purple Worm is a Gargantuan monstrosity (unaligned).
AC: 18 (natural), HP: 247 (15d20), Speed: walk 50 ft., burrow 30 ft..
Abilities: STR 28 DEX 7 CON 22 INT 1 WIS 8 CHA 4.
Senses: blindsight 30 ft., tremorsense 60 ft., passive_perception 9. Languages: None. CR: 15.

Special Abilities:
**Tunneler:** The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions:
**Multiattack:** The worm makes two attacks: one with its bite and one with its stinger.

**Bite:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

**Tail Stinger:** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Quasit monster in D&D 5e.
Answer: Quasit is a Tiny fiend (chaotic evil).
AC: 13 (dex), HP: 7 (3d4), Speed: walk 40 ft..
Abilities: STR 5 DEX 17 CON 10 INT 7 WIS 10 CHA 10.
Senses: darkvision 120 ft., passive_perception 10. Languages: Abyssal, Common. CR: 1.

Special Abilities:
**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.
Actions:
**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:** 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.