Quasit

​Once each week the quasit can commune with the lower planes (asking up to 6 questions).​     ​Quasits are chaotic evil counterparts to imps. The chaotic evil priests and wizards which quasits “serve” gain the same benefits and disadvantages that an imp’s master does. Like imps, each quasit can assume two other forms. Those most commonly chosen by quasits are bats, giant centipedes, frogs, or wolves. They can use their magic in any of their forms.​   ​Abyssal lords create quasits to bring evil and chaos to the world. Consummate spies, they sneak about searching for spellcasters who display weak will and little self-control. A quasit bargains with a mortal spellcaster and works to persuade the mortal into accepting it as a familiar. The quasit then goads the mortal into committing increasingly destructive and heinous acts until the mortal eventually destroys himself or herself. If a mortal dies while in possession ofa quasit familiar, the quasit attempts to ferry the mortal's soul to the Abyss, so it can offer the soul as a gift to its patron demon lord.​   Poison: ​The quasit’s claws are coated in a toxin which causes anyone struck by them to save versus poison or lose one point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative.​ Spell Powers: ​Quasits can turn invisible, detect good, or detect magic at will.​   Fear:​ They can unleash a blast of fear with a 30 foot range radius once per day.​   Tempter's Aura: 20 ft. Area of Effect. Enemies take a -2 to saveing throws.​   Quasits can only be harmed by cold iron or magical weapons.​   Regenerate: ​They regenerate 1 hit point per round​   Save Bonus: ​as if they were 7 Hit Die monsters​   Immunity: cold, fire, and lightning.​   Evil Temptation: 1 target within 30 ft., save vs. spell. If failed, the target is dazed (save every round until it ends or until target attacks an ally).​    
Special Advantages
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Special Disadvantages
SPECIALDISADV
  Quasit: AC 2; MV 15; HO 3; hp 15; THACO 17; IIAT 3; Dmg Id2/ld2/1d4 (claw /claw Ibite SA toxin on claws causes the loss of 1 point of Dexterity per hit for 2d6 rounds (a succ~s!'ful saving throw vs. poison negates this penalty), blast or fear (30' radius, once per day 5D immune to cold, fire, lightning, and non magical weapons (except thosc made of cold iron, which do normal damage}, regcn~ratel hp per round, saving throws as 7 HD monster; MR 25"/0; SZ T (2' tall}; ML average (9 lnt low (5 AL CE; XP 2,000. Special abilities: the quasH can turn illvisible, detect good, and detect magic at wiU, as well as polymorph itself into giant centipede and frog form. Once per week il can COIl/millIe with the lower planes.
Also Known As
AKA
 
Government Type
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Known Strongholds
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Known Clans
KNOWNCLANS
 
Homeland
HOMELAND
 
Known Alliances
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Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
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Languages Spoken
LANGSPOKEN
 
Racial Enmities
RACIALENM
 
Life Expectancy
LIFEEXPEXT

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