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Demon, Quasit

CR 2.00 Outsider CE Tiny HD 3
Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.

The quasit is perhaps the least powerful demon, yet it is not the least respected—even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit's first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous.

A typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls—when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster's soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters' wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords' souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master's life, or even better, an error that might let the quasit turn against its master.

When a quasit's master dies, the quasit can attempt to follow the master's soul into the Great Beyond by making a DC 15 Will save. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master's soul in the quasit's possession as a writhing larvae rather than using the evil master's soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative “promotion” to a more powerful form of life in the process.

Rarely, a quasit elects to ignore its master's death and instead remains on the Material Plane to seek other ways to entertain itself—usually settling in an urban area where there are plenty of folk to torment.

HP
16 (3d10); fast healing 2
AC
16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
Init
+6
Speed
20 ft., fly 50 ft. (perfect)
Fort
+1
Ref
+5
Will
+4
BAB
+3
CMB
+0
CMD
12
Melee
2 claws +7 (1d3-1 plus poison), bite +7 (1d4-1)
Space
2-1/2 ft.
Reach
0 ft.
DR
5/cold iron or good
str
8
-1
dex
14
+2
con
11
+0
int
11
+0
wis
12
+1
cha
11
+0

Weapons: Martial, Simple

change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)

Universal Monster Rules

Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Poison (claws) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Stealth +16

spell-like abilities:
At will—Detect Good, At will—Detect Magic, At will—Invisibility (DC 12), 1/day—Cause Fear (DC 11), 1/week—Commune
Details
Type
Outsider
Alignment
CE
Size
Tiny
Environment
any (Abyss)
Organization
solitary or flock (2-12)
Treasure
standard
Senses
darkvision 60 ft.; Perception +7
Languages
Abyssal, Common; telepathy (touch)
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
7 House/Core
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Cause Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Commune (Spell) — core content under OGL 1.0a
View references and cross-links for Demon, Quasit

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