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Pathfinder Second Edition

Compendium

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Quasit

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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.

Attributes

Quasit

Creature 1

CETinyDemon, Fiend
  • Perception7; darkvision
  • LanguagesAbyssal, Common, telepathy (touch)
  • Skills acrobatics 7 arcana 4 deception 7 intimidation 5 religion 5 stealth 7
  • Str-1Dex4Con0Int 1Wis2Cha2
  • AC 17 Fort4Ref10Will7
  • HP 25 Weaknessescold 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 (2d6) mental damage.
  • 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.
  • Speed15 feet, fly 35 feet
  • Melee claw 9 (agile, evil, finesse, magical, poison) Damage1d6-1 slashing and quasit venom
  • Cantrips detect magic
  • Abyssal Healing (concentrate, divine, healing, necromancy) Frequency: once per round; Effect: The quasit restores 1d6 (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 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.
  • Quasit Venom (poison) Saving Throw: DC 17 Fortitude; Maximum Duration: 6 rounds; Stage 1: 1d6 (1d6) poison (1 round); Stage 2: As stage 1; Stage 3: 1d6 (1d6) poison and slowed 1 (1 round)
  • 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