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Quasit - CR: 2
SpeciesQuasit
SizeTiny
TypeOutsider (Chaotic, Extraplanar, Evil)
Hit Dice3d8 (27 hp)
Speed20'; Fly 50' (perfect)
AbilitiesStr 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Special QualitiesAlternate Form, DR 5/cold iron or good, Darkvision 60', Fast Healing 2, Fire Resist 10, Immune to Poison,
EnvironmentInfinite Layers of the Abyss
OrganizationSolitary
TreasureNone
AlignmentCE
Advancement4-6 HD (Tiny)
Level Adjustment- (Improved Familiar)
Skills
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Intimidate +2, Knowledge (the planes) +6, Perception +7, Spellcraft +6, Stealth +13,
Feats
Improved Initiative, Weapon Finesse
Combat
Initiative+7
Armor Class (AC)AT 4 (40) [+3 base, +2 size, +3 dex]; Flat-footed 4 (10)
Base Attack+15%/-30% [-1]
Full Attack2 Claws +40% [-1] (max Small, plus poison) - Bite +15% [-1] (max Small)
Space/Reach2 1/2 ft./0 ft.
Special AttacksPoison, Spell-like Abilities
SavesFort +3, Ref +6, Will +4
Description
Poison (Ex): Claw - Injury; Save Fortitude DC 13; Frequency 1/round for 6 rounds; Effect 1d2 Dexterity; Cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities (Sp): At will - Detect Good, Detect Magic, Invisibility (self only 1/day - Cause Fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.

Alternate Form (Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.

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Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

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