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Quasit - CR: 2
SpeciesQuasit
SizeTiny
TypeOutsider (Chaotic, Extraplanar, Evil)
Hit Dice3d8 (27 hp)
Speed20'; Fly 50' (perfect)
AbilitiesStr 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Special QualitiesAlternate Form, DR 5/cold iron or good, Darkvision 60', Fast Healing 2, Fire Resist 10, Immune to Poison,
EnvironmentInfinite Layers of the Abyss
OrganizationSolitary
TreasureNone
AlignmentCE
Advancement4-6 HD (Tiny)
Level Adjustment- (Improved Familiar)
Skills
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Intimidate +2, Knowledge (the planes) +6, Perception +7, Spellcraft +6, Stealth +13,
Feats
Improved Initiative, Weapon Finesse
Combat
Initiative+7
Armor Class (AC)AT 4 (40) [+3 base, +2 size, +3 dex]; Flat-footed 4 (10)
Base Attack+15%/-30% [-1]
Full Attack2 Claws +40% [-1] (max Small, plus poison) - Bite +15% [-1] (max Small)
Space/Reach2 1/2 ft./0 ft.
Special AttacksPoison, Spell-like Abilities
SavesFort +3, Ref +6, Will +4
Description
Poison (Ex): Claw - Injury; Save Fortitude DC 13; Frequency 1/round for 6 rounds; Effect 1d2 Dexterity; Cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities (Sp): At will - Detect Good, Detect Magic, Invisibility (self only 1/day - Cause Fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.

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.

Created by

MrListeningGuy.

Statblock Type

Monster

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