Quasit

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Quasit Characteristics
Rating: 1X
Size: Tiny
Min. Level 3
Type: Outsider (Demon)
Hitpoints: 10 + CONM + DEXM + 6 per lvl
Attributes: -2 STR, +4 DEX
Defenses: +2 Ref, +2 Will
Languages: Common, Abyssal
Stamina: 4
Resolve: 2
Philosophy Ranks: Rank 3 Physical, Rank 1 Mental, Rank 3 Abyssal
Alignment: Always Chaotic Evil
Habitat: Any (Origin: The Abyss)
Senses:
Primary Senses: Sight (Darkvision)
Secondary Senses: Hearing
Tertiary Senses: Scent, Touch
Skills
Racial Skill List: Manipulate, Diplomacy, Disguise, Stealth, Intimidate, Listen, Search, Spot, Awareness, Academics (Any), Perform (Acting)
Focused Skills: Gain 6 Racial Skills
Skill Points:
  • Gain 4 points to spend in Racial Skills
  • Gain 4 point to spend on any skill.
Movement Modes
  • Shift 5 ft/2 seg
  • Skirmish 20 ft/3 seg
  • Fly 50 ft/3 seg
  • Overland 50 mi/day
Racial Features
  • Natural Weapon Claws [REC 6]: +2 att, 1d4+[1/2xDEXM] + Poison, ArN 1, Crit 5
    • Poison: When the Quasit hits with a Claw attack, the target is subjected to a poison causing it to become Slowed [SE, ST 3d10 vs CON].
  • Natural Weapon Bite [REC 6]: +3 att, 1d6+DEXM, ArN 1, Crit 5
  • Combined Attack [2 Energy, REC 8]: Make two claws and a bite attack.
  • Invisibility [REC 5]: The Quasit becomes invisible. If the Quasit attacks a creature he becomes visible again. As a free action, the Quasit may choose to become visible again.
  • Change Form [REC 6]: The Quasit can take on the form of a Bat, Toad, Wolf or Insect. When it does, it looses its Natural Weapons and gains the Natural Weapons of its new form. It retains all other stats and abilities from its true form.
  • Fear [1/day, 2 Energy, REC 7]: 15 ft cone emenating from Quasit, Wisdom vs Will, Hit: The target is Shaken [SE, ST 2d10 vs CHA].
  • Sense Magic [REC 3]: Sense magic within sight up to 10 ft
  • Natural Armor 3
  • Resistance: Weapon (5/good or cold iron), Poison (Imm.), Fire (10)
  • Fast Healing 2

Quasit Types