Savvy Quasit (3.5e Monster)

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Author: Undead_Knave (talk)
Date Created: November 16, 2019
Status: Capische?
Editing: Clarity edits only please
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Savvy Quasit
Size/Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8 (18 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Claw +2 melee (1d3–1 plus poison)
Full Attack: 2 claws +2 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, resistance to fire 10, Cunning, Savvy
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 17
Skills: Bluff +14, Diplomacy +9, Disguise +8 (+2 acting), Hide +17, Knowledge (Local) +6, Forgery +9, Listen +6, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats: Born Thief (3.5e Feat), Cunning Deceiver
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)


As you pull back the curtain, you see a squat, corpulent figure sitting on a small, plush chair. It squeaks and turns invisible. "Pay no attention to the man behind the curtain!"

Some quasits are able to achieve levels of political power high above what would normally be granted them. This allows them access to some souls, but leads to them being even less physically capable than their more typical peers.

Combat

Savvy quasits know they're best able to shine when they're working under someone else. They also think they're smarter than they are, and will typically attempt to subvert their relationship with whoever they serve, attempting to take the position of the power behind the throne. By whispering thoughts to people with their ventriloquism and slowly poisoning people over time, some savvy quasits have managed to make themselves comfortable homes at the expense of mortals. When forced into a fight, a savvy quasit will turn invisible, animate an object to fight, and attempt to flee at top speed.

A savvy 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 (Su): Injury or Ingested, Fortitude DC 13, initial damage afflicted by Gullible flaw for 1 hour, secondary damage 1 step friendlier to the savvy quasit (to a maximum of Friendly). The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—ventriloquism, detect magic, and invisibility (self only); 1/day—animate objects (as the spell, except that it's a Conjuration (Calling) effect and any animated objects radiate Evil as an Outsider of the savvy quasit's HD). Caster level 6th.

A savvy quasit animates objects by calling damned souls, and when the effect wears off or is dismissed, the soul returns. A savvy quasit can use this to communicate with creatures on its home plane, albeit with time delay. Any object that is reanimated will be filled with the same soul, but after an object has stopped being animated, it cannot be animated again for 1 week.

Once per week a quasit can use divination (caster level 10th).

Alternate Form (Su): A savvy quasit can assume another form at will as a standard action. Each savvy quasit can assume one form from the following list, as well as one form of a Small Humanoid: bat, Small or Medium monstrous centipede, toad, and wolf.

Cunning (Ex): Whenever a savvy imp is called or summoned, it may spend an immediate action to use its invisibility SLA or to assume one of its Alternate Forms. If it does, it loses its next standard action.

Savvy (Su): By looking in the eyes of a creature within 15', a savvy quasit can automatically tell if they are able to see invisibility or see through alternate forms. Additionally, the savvy quasit knows if a creature is aware of what it is - either generally as a demon, or specifically as a savvy quasit.

Sneak Attack (Ex): Because of its Born Thief feat, the Savvy Imp has +1d6 Sneak Attack as a level 1 Rogue.

Familiar

Savvy quasits can be used as familiars for chaotic or evil non-good spellcasters with the Improved Familiar feat and at least caster level 7th.



Back to Main Page3.5e HomebrewMonsters

AlignmentAlways chaotic evil +
AuthorUndead_Knave +
Benefit- +
Challenge Rating2 +
EnvironmentA chaotic evil-aligned plane +
Identifier3.5e Monster +
Level Adjustment— (Improved Familiar) +
PrerequisiteImproved Familiar, caster level 7th. +
RatingUndiscussed +
SizeTiny +
SubtypeChaotic +, Extraplanar + and Evil +
TitleSavvy Quasit +
TypeOutsider +