Tiny Outsider (Chaotic, Extraplanar, Evil)
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 feetSpecial 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 +4Abilities: 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 FinesseEnvironment: Hell
Organization: Solitary
Challenge Rating: 2Treasure: None
Alignment: Always chaotic evil
Advancement: 4 - 6 Hit Dice (Tiny)
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.
Once per week, a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
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.
Home Three Worlds Monsters
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