Quasit
Creature 1 — demon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDAERIALdemonfiendunholypoison
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.
Source: pathfinder-bestiary (Pre-Remaster)
Perception +7; darkvision
Languages chthonian, 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
AC 17
Fort +4
Ref +10
Will +7
HP 25
Weaknesses cold-iron 3, holy 3
Speed 15 feet, fly 35 feet
Offense
Melee Claw (agile, finesse, magical, poison, unarmed, unholy) +9, Damage 1d6-1 slashing plus 1d4 spirit plus Quasit Venom
Abilities
Telepathy (Touch) (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 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.
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.
Abyssal Healing (concentrate, divine, healing) — Frequency once per round
Effect The quasit restores 1d6 healing HP to itself.
Effect The quasit restores 1d6 healing HP to itself.
Change Shape (concentrate, divine, polymorph) — 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, climb 10 feet
Melee jaws +7, Damage 1d10-1 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.
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, climb 10 feet
Melee jaws +7, Damage 1d10-1 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.
Quasit Venom (poison) — 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)
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)
Knockdown (Wolf Form) —
Divine Innate Spells DC 17, attack +9
4th Read Omens
2nd Invisibility (At Will) (Self Only)
1st Detect Alignment (At Will) (Good Only), Fear
Cantrips (4th) Detect Magic
WORKS WELL WITH
AnvilLAND / AERIALA frontline body keeps the group's attention while the tiny flier darts in from an unwatched angle to land its venom.
SnareLANDA controller that holds a target still turns the poison's escalating stages into a near-certain debuff.
CrasherLAND / AERIALA burst striker can capitalize on the Off-Guard window the poison and hit-and-run harassment create.
PUNISHES
✖ low Fortitude saves✖ isolated stragglers✖ low Perception
Avoid pairing with another Shade; two fragile hit-and-run skirmishers competing for the same ambush window dilute the surprise.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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