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Monsters

id245
NameDemon:Quasit
SizeAndTypeTiny Outsider (Chaotic, Evil)
HitDice3d8 (13)
Initiative+3 (Dex)
Speed20 ft., fly 50 ft. (perfect)
ArmorClass18 (+2 size, +3 Dex, +3 natural)
Attacks2 claws +8 melee, bite +3 melee
DamageClaw 1d3-1 and poison, bite 1d4-1
FaceAndReach2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacksSpell-like abilities, poison
SpecialQualitiesDamage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2
Saves_Fort3
Saves_Ref6
Saves_Will4
AbilitiesStr 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
SkillsHide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6
FeatsWeapon Finesse (bite, claw)
ClimateAndTerrainAny land and underground
OrganizationSolitary
ChallengeRating_Value3
TreasureNone
AlignmentAlways chaotic evil
Advancement4-6 HD (Tiny)
Description

Quasits speak Abyssal, Celestial, and Draconic.

Combat

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 cleric).

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.