
Welcome to Mycelvara, a sprawling, bioluminescent world where colossal mushrooms tower like trees and crystalline groves hum with arcane resonance. The land pulses with life—both strange and symbiotic—and everywhere you look, nature and magic intertwine. Towering fungi form natural cities, glowing spores float through the air like stars, and ancient crystal formations grow like roots from the earth, storing memories and magic from ages past.
Played | 0 times |
Cloned | 0 times |
Created | 36 days ago |
Last Updated | 36 days ago |
Visibility | Public |

Size | Tiny |
Type | Fiend |
CR | 1 |
XP | 200 |
Languages | Abyssal, Common |
Armor Class | 13 |
HP Range | 3 - 12 (Avg: 8) |
Damage Vulnerabilities | None |
Damage Resistances | , , , |
Damage Immunities | |
Condition Immunities |
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.
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.
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.