QuasitCR 2

Always CE Tiny Outsider (Chaotic, Extraplanar, Evil)

Init +7; Senses darkvision 60 ft.; Listen +7, Spot +6

Languages Common, Abyssal

AC 18, touch 15, flat-footed 15
(+2 size, +3 Dex, +3 natural)

hp 13 (3 HD); DR 5/cold iron or good; fast healing 2

Immune poison

Resist fire 10

Fort +3, Ref +6, Will +4

Speed 20 ft., fly 50 ft. (perfect)

Melee 2 claws +8 (1d3-1 plus poison) and bite +3 (1d4-1)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +3; Grp −6

Special Actions alternate form

Spell-like Abilities (CL 6):

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) (DC 11)

The save DCs are Charisma-based

Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

Feats Improved Initiative, Weapon Finesse

Skills Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6

Advancement 4-6 HD (Tiny)

Level adjustment - (Improved Familiar)

Alternate Form (Su) A quasit can assume other forms at will as a standard action. Each individual quasit can assume only one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.

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.

Commune (Sp) Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).