CE Tiny Demon Fiend
Senses 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)
- Bat echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; Melee fangs +7, Damage 1d4-1 piercing; Melee wing +7 (agile), Damage 1d4-1 bludgeoning
- Centipede Speed 10 feet, climb 10 feet; Melee mandibles +7 (poison), Damage 1 piercing plus 1d4 poison
- Toad scent (imprecise) 30 feet; Speed 5 feet; Melee jaws +7, Damage 1 bludgeoning
- Wolf size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; Melee jaws +7, Damage 1d10-1 piercing plus Knockdown
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)
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.