Quasit (3.5e Monster)
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|Size/Type:||Tiny Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)|
|Hit Dice:||3d8+3 (17 hp)|
|Speed:||20 ft. (4 squares), fly 50 ft. (perfect)|
|Armor Class:||21 (+2 size, +5 Dexterity, +4 natural), touch 17, flat-footed 16|
|Attack:||Claw +8 melee (1d3+5)|
|Full Attack:||2 claws +8 melee (1d3+5) and bite +3 melee (1d4+5)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Report to below, spell-like abilities|
|Special Qualities:||Aura of primal emotion (arousal), change shape, darkvision 60 ft., familiarity, improved evasion, immunity to fire and poison, resistance to acid 10, cold 10, and electricity 10, telepathy 100 ft.|
|Saves:||Fort +5, Ref +9, Will +6|
|Abilities:||Str 8, Dex 20, Con 12, Int 12, Wis 14, Cha 14|
|Skills:||Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Hide +19, Intimidate +4, Knowledge (any one) +7, Listen +7, Move Silently +11, Search +7, Spellcraft +7, Spot +7|
|Feats:|| AlertnessB, Combat Expertise (variant) B, Improved Initiative, MultiattackB, Power Attack B
B Bonus feat
|Alignment:||Always chaotic evil|
|Advancement:||4–8 HD (Tiny)|
The small, green-skinned demon cackles shrilly, its wings flapping so rapidly that you can barely register their movement. With a hiss of some language incomprehensible to your mortal ears, it zooms past you and easily avoids your attack.
|“||An interesting turn of events. I must report this to the Master.||”|
Demons may be sick and bloodthirsty assholes, but they aren’t stupid. They need to know what goes on in other planes, too.
That’s where quasits come in. These tiny demons are basically ready-made familiars created in order to tempt spellcasters to bind a demonic agent to the Prime. Unbeknownst to many of their arrogant or naïve earthly masters, however, quasits always have ulterior motives and allegiances linking back to the Abyss.
Whether they are serving other demons directly or working on the Material Plane, quasits serve as scouts for those they represent, taking in everything they and their masters see and relaying it back to the source.
They are cowardly in combat, preferring to use their spell-like abilities since their natural weapons are usually ineffective. Quasits add their Dexterity modifier instead of their Strength modifier to attack and damage rolls with their natural weapons.
Aura of Primal Emotion (Ex): Quasits project an aura of arousal. This takes the form of an intense desire to possess and befriend the quasit, rather than sexual attraction. The save DC for this aura is 13.
Change Shape (Ex): A quasit may transform (as the polymorph self spell) into any animal of its size, assuming all ability scores and abilities of that animal (and losing any of its own) but maintaining its allegiances.
Familiarity (Ex): As it gains HD, a quasit acquires all of the benefits gained by a wizard or sorcerer’s familiar with a class level equal to its HD total, including gains to Intelligence and natural armor when those values exceed its normal amount. These are reflected in its stat block. Any abilities that require the presence of a master do not function if the quasit is without.
Spell-Like Abilities: At will—acid arrow, detect good, detect magic, invisibility (self only), greater teleport (self only), poison, 1/day - commune, contact other plane. Caster level 3rd. Save DC’s are Charisma-based and have a base DC of 13.