Demon, Quasit

Tiny Outsider (Chaotic, Extraplanar, Evil) — CR 2

Monster Manual v.3.5 (MM), p. 463.5
Hit Dice
3d8 (13 hp)
Initiative
+7
Speed
Land 20 ft
Armor Class
20, touch 15, flat-footed 17
Base Attack / Grapple
+3/-5
Attack
Sting +8 melee (1d4 plus poison)
Full Attack
2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)
STR
8
DEX
17
CON
10
INT
10
WIS
12
CHA
14
Fort / Ref / Will
+3 / +6 / +4
Challenge Rating
2
Alignment
Always Chaotic-Evil
Organization
Solitary
Treasure
None
Environment
Infinite Layers of the Abyss
Level Adjustment
Caster Level
6

Special Abilities

PoisonSpell-Like AbilitiesDamage ReductionAlternate FormDarkvisionFast HealingImmunity to PoisonResistance to Fire

Feats

A tiny humanoid-shaped creature with spiky horns and bat wings hovers nearby. Its hands and feet are long and slender, with long, claw-tipped digits. Warts or pustules cover its greenish skin.

Description

Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.

A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.

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

In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.

Quasits speak Common and Abyssal.

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, then try to 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.

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

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</em>, 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).

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.