CREATURE 1
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
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.
AC 17; Fort +4, Ref +10, Will +7
HP 25; Weaknesses cold iron 3, good 3
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.
Speed 15 feet, fly 35 feet
Melee claw +9 (agile, evil, finesse, magical, poison), Damage 1d6-1 slashing plus 1d4 evil and quasit venom
Divine Innate Spells DC 17; 4th read omens; 2nd detect alignment (at will, good only), invisibility (at will, self only); 1st fear; Cantrips (1st) detect magic
Abyssal Healing (concentrate, divine, healing, necromancy) Frequency once per round; Effect The quasit restores 1d6 HP to itself.
Change Shape (concentrate, divine, polymorph, transmutation)
Quasit Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 As stage 1; Stage 3 1d6 poison and slowed 1 (1 round)
Bestiary, page 76.
Open Quasit in the interactive creatures list or browse all creatures starting with Q.