Quasit | CR 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 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). |