Name | Quasit |
---|---|
Sorted Name | Quasit |
Family | Demon |
Size and Type | Tiny Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice Count | 3 |
Hit Dice | 3d8 (13 hp) |
Random Hit Points | 3d8 - 0 |
Initiative | +7 |
Speed | 20 ft. (4 squares), fly 50 ft. (perfect) |
Armor Class | 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15 |
Base Attack/Grapple | +3/-6 |
Attack | Claw +8 melee (1d3-1 plus poison) |
Full Attack | 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | Poison, spell-like abilities |
Special Qualities | Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10 |
Saves | Fort +3, Ref +6, Will +4 |
Abilities | Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 |
Skills | Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 |
Feats | Improved Initiative, Weapon Finesse |
Environment | A chaotic evil-aligned plane |
Challenge Rating | 2 |
Organization | Solitary |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 4-6 HD (Tiny) |
Level Adjustment | - (Improved Familiar) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Quasit; CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init +7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3 natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1 plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3 melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse |
Quasit
In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds. Quasits speak Common and Abyssal. CombatAlthough quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit. A quasit's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus. Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +8 melee (1d3-1 plus poison), or 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)
feats: IMPROVED INITIATIVE, WEAPON FINESSE, ,