[top]QUASIT

CR 2
HP 13, hd3d8
AC 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-fooded 15
Fort +3, Ref +6, Will +4
Speed 20 ft. (4 squares), fly 50 ft. (perfect)
Initiative +7
Spot , Listen
Standard attacks
BAB +3, Grapple ?6
Attacks
Full attack: 2 claws +8 melee (1d3?1 plus poison) and bite +3 melee (1d4?1)
Special Attacks/Qualities
Poison, spell-like abilities
Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 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
Str 8
Con 10
Dex 17
Int 10
Wis 12
Cha 10
Alignment Always chaotic evil,
Environment A chaotic evil-aligned plane,
Organisation Solitary


In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.
Quasits speak Common and Abyssal.

[top]COMBAT

Although 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 Consitution-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. class="errata" |
A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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