|Size & Type (subtype):||Tiny Outsider (Chaotic, Evil)||Hit Dice:||3d8 (13)|
|Initiative: ||+3 (Dex) ||Speed: ||20 ft., fly 50 ft. (perfect) |
|Armor Class: ||18 (+2 size, +3 Dex, +3 natural) ||Attacks: ||2 claws +8 melee, bite +3 melee |
|Damage: ||Claw 1d3-1 and poison, bite 1d4-1 ||Face and Reach: ||2 1/2 ft. by 2 1/2 ft./0 ft. |
|Special Attacks: ||Spell-like abilities, poison ||Special Qualities: ||Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2 |
|Saving Throws ||Fortitude: 3 |
|Abilities: ||Str: 8|
|Skills: ||Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6 ||Feats: ||Weapon Finesse (bite, claw) |
|Climate and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary |
|Challenge Rating: ||3 ||Challenge Rating Value: ||3 |
|Treasure: ||None ||Alignment: ||Always chaotic evil |
|Advancement: ||4-6 HD (Tiny) |
Quasits speak Abyssal, Celestial, and Draconic.
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). These
abilities are as the spells cast by a 6th-level sorcerer (save DC
10 + spell level). Once per week a quasit can use commune to ask
six questions (this is otherwise as the spell cast by a 12th-level
Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4
temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): A quasit can assume other forms at will
as a standard action. This ability functions as polymorph self
cast by a 12th-level sorcerer, except that any individual quasit
can assume only one or two forms no larger than Medium-size.
Common forms include bat, monstrous centipede, toad, and wolf.
Regeneration (Ex): Quasits take normal damage from acid, and
from holy and blessed weapons.