Monday, January 3, 2011

General Rules: Monsters - Demon, Quasit

Demon, Quasit (from the Monster Manual)
Tiny Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 3d8 (13 hit points)
Initiative: +7
Speed: 20 feet, fly 50 feet (perfect)
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch 15, flat-footed 15
BAB/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison, slashing, 20 x2)
Full Attack: 2 claws +8 melee (1d3-1 plus poison, slashing, 20 x2) and bite +3 melee 1d4-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, demon traits, DR 5/cold iron or good, outsider traits, fast healing 2, immunity to poison, fire resistance 10
Saves: Fortitude +3, Reflex +6, Will +4
Abilities: Str 8, Int 10, Wis 12, Dex 17, Con 10, Cha 10
Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 when 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
Environment: Hell
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4 - 6 Hit Dice (Tiny)

Quasits are insidious demons from the Hells. hey are often found serving chaotic evil spellcasters as counselors and spies.

In their natural form, a quasit stands about 1½ feet tall and weigh about 8 pounds. They are tiny humanoid shaped creatures with spiky horns and bat wings. Their hands and feet are long and slender with long claw-tipped digits. warts and pustules cover its greenish skin.

Quasits speak Infernal and one of the common languages from the Three Worlds.

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, and then 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.

Alternate Form (Su): 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. A quasit in alternate form loses its poison attack.

Poison (Ex): Injury. Fortitude DC 13, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): At will - detect good, detect magic, and invisibility (self only); once per day - cause fear (as the spell except 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).

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language.

Outsider Traits: A quasit has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Quasits as Familiars
Quasits can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of chaotic evil, take the Improved Familiar feat, and be at least a 7th-level caster.

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