Quasit
Level 1Attacks
Abilities
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.
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.
Frequency once per round
Effect The quasit restores 1d6 healing HP to itself.
- •Bat
- •Senses Echolocation 40 feet
- •Speed 15 feet, fly 30 feet
- •Melee fangs +7, Damage 1d4-1 piercing damage
- •Melee wing +7 (agile), Damage 1d4-1 bludgeoning damage
- •Centipede
- •Speed 10 feet, climb 10 feet
- •Melee mandibles +7 (poison), Damage 1 piercing damage + 1d4 poison damage
- •Toad
- •Senses Scent (Imprecise) 30 feet
- •Speed 5 feet
- •Melee jaws +7, Damage 1 bludgeoning damage
- •Wolf
- •Size Medium
- •Senses Scent (Imprecise) 30 feet
- •Speed 40 feet, clim
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)
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.