Quasit

Quasit
Level 3 (+2)
"My foolish apprentice wanted a Familiar so badly. I told him time and again that he would have one soon enough, but he was too impatient. Now he is locked in a prison cell from the machinations of that miserable little creature."
——Meldrin Morasse, The Red Mage
The Quasit is a tiny demon, often mistaken for an imp. The key differences involve their fondness for illusory deceptions and a sadistic malice that outpaces an imp by a great distance.
Awareness
16
Senses
Darkvision
Initiative
17/1d8
Hitpoints: 21
Healing Value: 4
Resilience: +3
Morale
1
AC
16/18
Touch
15
Fort
14
Reflex
16
Will
14
Defenses
Resistances: Weapon (5/overcome by cold iron & good), Fire (Imm), Caustic (5), Cold (5). Immune to Disease, Poisons & Toxins.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
12 / 14
DEX
17 / 19
CON
13 / 15
INT
10 / 11
WIS
15 / 16
CHA
12 / 13
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+7 vs AC
Claw Swipe  [Poison]
1d6 + 3 (avg 7) Slashing damage
Melee Reach 1ft • One creature
The Quasit releases toxic fluids with its insidious claws. On a hit, the target is Weakened [SE, ST 3d10 vs CON]. Creatures immune to poison suffer the damage as normal but are not Weakened
1d6 + 1 (avg 5) Piercing damage
Grapple -3
Special Attacks (3 AP)
+7 vs AC
Miniscule Massacre  [Poison] • Basic
3d6 + 3 (avg 14) Slashing damage
Melee Reach 1ft • One creature
The Quasit attacks savagely, attempting to butcher its victim with a flurry of claws and bites. On a hit, the target is Weakened [SE, ST 3d10 vs CON]. Creatures immune to poison suffer the damage as normal but are not Weakened
Change Form  [Supernatural] • Basic • Pot 1d4+3, MR No
The Quasit can take on the form of a Bat, Toad, Wolf or Insect. When it does, it looses its Poisonous Claw ability and gains the Natural Weapons of its new form. It retains all other stats and abilities from its true form.
+4 vs Will
Pulse of Terror [1/rest]  [Supernatural, Fear, Mind-Affecting] • Basic • Pot 1d4+3, MR No
Range 100ft • Up to two targets within range and no more than 30ft apart
A pulse of terror rushes towards the Quasits opponents. On a hit, the target suffers 1 Morale Damage and are subject to Terror [SE, ST 3d10 vs CHA].
Immediate Actions
Hide from Mortals  [Supernatural] • Basic • Pot 1d4+3, MR No
Immediate Action
The Quasit becomes invisible. If he attacks another creature, he immediately becomes visible.
Sense Magic  [Supernatural] • Basic • Pot 1d4+3, MR No
Immediate ActionRange 10ft • One creature within range
he Quasit detects the presence of magic within range. He gains no information about the type or strength of the magic, nor can he detect masked auras.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
20 ft
Fly
50 ft
Overland Movement
50 mi/day
Qualities
  • Devil Resistance: Immunity to Fire. Damage Reduction to Weapon Damage (5/overcome by cold iron & good), Caustic, and Cold. Immune to Disease and Poisons & Toxins.(inc)
  • Devilsight: Creatures with Devilsight can see through any Darkness, even that brought on by Supernatural or Magic effects.
  • Natural Armor: AC +1/+3 (inc)
Skills: Balance R2 (+7), Escape R1 (+4), Stealth R3 (+16), Listen R2 (+5), Spot R3 (+7), Infernal Arts R2 (+5), Charm R1 (+2), Deception R2 (+4), Manipulation R2 (+4), Aloofness R1 (+2), Intuition R2 (+5), Suspicion R2 (+5)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Infernal
Combat Training: Cast 1, Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +3, Brawn: -3
Equipment: None
Charm
+2
Coercion
0
Deception
+4
Manipulation
+4
Persuasion
+1
Aloofness
+2
Bravery
+1
Intuition
+5
Tolerance
+1
Suspicion
+5
Social
Composure: 14
Languages: Infernal, Common
Motives: Trick and harm mortals, corrupt souls
Prejudices:


    Characteristics

    These little demons have leathery wings as large as their tiny frames, standing no more than a foot and a half tall. They have crooked faces with hooked noses and glowing yellow, sinister eyes. Like most demons, their hands and feet are clawed, ideal for rending a victim. Their proportions tend to be a bit awkward, having skinny arms and legs, but with a bulbous torso, large hands and feet.

    History

    These creatures are best known for serving as familiars to mortal wizards who are willing to make pacts with darker forces. A wizard must be clever, however, to avoid being manipulated by the Quasit he bonds with, for even within the magical binding the Quasit may try and pervert his master's will. Outside of this arrangement, Quasits have sometimes been found in deeper subterranean areas near structures believed to have a connection to the lower planes. It is speculated that these tiny monsters are weak and small enough to squeeze through even the tiniest of dimensional pockets.

    Culture

    In the demon hierarchy, Quasits are among the weakest, but not considered the lowest. They are cunning enough to utilize their abilities to manipulate more powerful beings to do their bidding, and for that reason they are respected somewhat by other lesser demons. Quasits don't tend to share space with others of their kind, and mostly prefer to work alone. When trying to twist a target's mind, the task is best accomplished without competition.