QuasitCreature 1
Source Pathfinder Bestiary
Perception +7 (darkvision)
Languages Abyssal, Common, Telepathy (touch)
Skills Acrobatics +7, Arcana +4, Deception +7, Intimidation +5, Religion +5, Stealth +7
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +4; Reflex +10; Will +7;
HP 25
Speed 15 feet (fly 35 feet)
Weaknesses Coldiron 3, Good 3
Claw +9 (+5, +1) to hit (agile, evil, finesse, magical, poison) 1d4 Evil + 1d6-1 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 KnowledgeWhen 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 SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Virtue AversionThe 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 (concentrate, divine, healing, necromancy)Frequency once per round
Effect The quasit restores 1d6 HP to itself.
Change Shape (concentrate, divine, polymorph, transmutation)- Bat
- Senses Echolocation 40 feet
- Speed 15 feet, fly 30 feet
- Melee fangs +7/+3/-1 (agile), Damage 1d4-1 piercing damage
- Melee wing +7/+3/-1 (agile), Damage 1d4-1 bludgeoning damage
- Centipede
- Speed 10 feet, climb 10 feet
- Melee mandibles +7/+2/-3 (poison), Damage 1 piercing damage + 1d4 poison damage
- Toad
- Senses Scent (Imprecise) 30 feet
- Speed 5 feet
- Melee jaws +7/+2/-3, Damage 1 bludgeoning damage
- Wolf
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.
Quasit Venom (poison)Saving Throw DC 17 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage (1 round)
Stage 2 1d6 poison damage (1 round)
Stage 3 1d6 poison damage and Slowed 1 (1 round)
Knockdown (Wolf Form)Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Divine Innate Spells (DC 17, +9 to hit)
Cantrips (1st Level): Detect Magic
1st Level: Detect Alignment (At Will) (Good Only), Fear
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Read Omens
Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.