Barrow Quasit

Level 3
Creature· chaoticUncommonTinyLegacy
AC 20
HP 54
Speed 15 ft.
Fort +6
Ref +12
Will +9
Perc +9
Size Tiny
Uncommon
chaoticdemonevilfiendunholy
Weaknesses holy 5, cold iron 5
Spells
Divine Innate Spells (DC 20, attack +12)
Languages chthonian, common
Senses darkvision
Speeds 15 ft., fly 35 ft.
Skills acrobatics +10, stealth +10, deception +9, intimidation +7, religion +7, arcana +6
Recall Knowledge religion DC 20

Attacks

Melee Claw +12/+8/+4(agile, finesse, magical, poison, unarmed, unholy)
Damage: 1d8 slashing + 2d4 spirit
Effect: barrow quasit venom

Abilities

Telepathy (Touch)interaction(aura, 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 Knowledgeinteraction

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.

Virtue Aversiondefensive

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 Healingoffensive(concentrate, divine, healing)

Frequency once per round Effect The quasit restores 1d6 healing Hit Points to itself.

Barrow Quasit Venomoffensive(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 Shapeoffensive(concentrate, divine, polymorph)

• Bat • Senses Echolocation 40 feet • Speed 15 feet, fly 30 feet • Melee fangs +10/+6/+2 (agile), Damage 1d8 piercing damage • Melee wing +10/+6/+2 (agile), Damage 1d6 bludgeoning damage • Centipede • Speed 10 feet, climb 10 feet • Melee mandibles +10/+5/+0 (poison), Damage 2 piercing damage + 1d6 poison damage • Toad • Senses Scent (Imprecise) 30 feet • Speed 5 feet • Melee jaws +10/+5/+0, Damage 2 bludgeoning damage • Wolf • Size Medium • Senses Scent (Imprecise) 30 feet • Speed 40 feet, climb 10 feet • Melee jaws +10/+5/+0, Damage 2d6 piercing damage plus Knockdown 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.

Traits

Chaotic
Evil