Everdawn DM

- •Bite (x2).2d10+10.
On Hit, Grappled (Escape DC17).
- •Constrict.3d10+10 (req Grappled).
Free Reaction(s) to Grappled creature's turn.

- •Bite (x2).1d10+10.
On Hit, Grappled (Escape DC15).
- •Constrict.2d10+10 (req Grappled).
Free Reaction(s) to Grappled creature's turn.

Treat attacks against you that roll 2 as a miss.
- Stab x2.1d6.
(or Shoot, Range 8)

Treat attacks against you that roll 2 as a miss.
- Longbow x3.1d6.
Range 12.

Treat attacks against you that roll 2 as a miss.
- Stab.1d8.
Follows minion rules.

At any point they'll leave if offered 20gp. They'll switch sides if offered 40gp.
- Shortsword (×2).1d6+2.
2nd Attack drops modifier.
Disadvatage to Attacks against flying Stirges.
Move with the target. Attacks cannot miss or be defended/interposed. Attacks that miss the stirge hit their target.
- Latch On.1d4+2.
On hit: Latched On. Evasive Flyer ends.

- •Tentacle.2d6+2.
On damage: Target is Grappled if Medium or smaller (escape DC 12).
- •Beak.1d6+2 on Grappled target.
The quasit can shape-shift to resemble a bat (Fly 8), a centipede (Climb 8), or a toad (Swim 8), or it returns to its true form.
- •Rend.1d4+3.
On hit: Poisoned for 1 round.
- •Scare.
(Range 4) DC 10 WIL Save or become Frightened.
- •Invisibility (Concentration).
Turns invisible until it attacks or uses Scare.

1/encounter. Frighten enemies within Range 8 on a failed DC12 WIL save.
- Rend 2x. 1d8+2