Wapalmter

Wapalmter was the quasit leader of a group of hunters and poachers that, in 812 PD, had started climbing the Summit Peaks to steal entire nests of griffin eggs, leaving the parents slain, and fencing the eggs on the black market of Stilben.

Wapalmter was first mentioned in Critical Role: Tal'Dorei Campaign Setting in the adventure "Poached Eggs". So far, they have not appeared nor been mentioned onstream.

Quasit abilities

 * Speed — Wapalmter possessed a movement speed of thirty feet (9.14 meters).
 * Skills — Wapalmter was proficient in stealth.
 * Resistances — Wapalmter was resistant to cold, fire, and lightning damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks.
 * Immunities — Wapalmter was immune to poison damage and could not be poisoned.
 * Senses — Wapalmter possessed darkvision out to 120 feet (36.58 meters) and a passive perception of 10.
 * Shapechanger — Wapalmter could polymorph into the form of a beast resemblant of a bat, with a movement speed of ten feet (3.05 meters) and a flying speed of forty feet (12.19 meters); a centipede, with a movement and climbing speed of forty feet (12.19 meters); or a toad, with a movement and swimming speed of forty feet (12.19 meters); or back into their true form. With the aforementioned exception of their speed, Wapalmter's statistics remain the same in each form, but anything they wore or carried would not be transformed. Wapalmter would revert to their true form upon death.
 * Magic Resistance — Wapalmter had advantage on saving throws against spells and other magical effects.
 * Actions:
 * Claws — A melee weapon attack that, on a hit, dealt piercing damage, and the target would need to make a Constitution saving throw or take poison damage and be poisoned for one minute or until they succeed the save on a subsequent turn. In their beast form, Wapalmter would make a bite attack instead.
 * Scare — Once per day, Wapalmter could force a creature of their choice within ten feet (3.05 meters) to make a Wisdom saving throw or be frightened for one minute or until they succeed the save on a subsequent turn.
 * Invisibility — Wapalmter could magically turn invisible until they attacked, used Scare, or their concentration ended. Anything they wore or carried also turned invisible.