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Barrow QuasitCreature 3


UncommonCETinyDemonFiend
Source Pathfinder Society Scenario #2-15: A Dirge for Sarkoris
Perception +9 (darkvision)
Languages Abyssal, Common, Telepathy (touch)
Skills Acrobatics +10, Arcana +6, Deception +9, Intimidation +7, Religion +7, Stealth +10
Str +0, Dex +5, Con +0, Int +1, Wis +2, Cha +2

AC 20; Fort +6; Reflex +12; Will +9;
HP 54
Speed 15 feet (fly 35 feet)
Weaknesses Good 5, Coldiron 5

Claw One Action +12 (+8, +4) to hit (agile, evil, finesse, magical, poison) 2d4 Evil + 1d8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy (Touch) (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Abyssal Knowledge

When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Virtue Aversion

The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage.

Abyssal Healing One Action (concentrate, divine, healing, necromancy)

Frequency once per round


Effect The quasit restores 1d6 HP to itself.

Barrow Quasit Venom (poison)

Saving Throw DC 20 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage (1 round)

Stage 2 2d6 poison damage (1 round)

Stage 3 2d6 poison damage and Slowed 1 (1 round).

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.


Divine Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Detect Magic
1st Level: Detect Alignment (At Will) (Good Only), Fear
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Read Omens



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.