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Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.
The quasit is perhaps the least powerful demon, yet it is not the least respected—even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit’s first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous.
A typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls—when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster’s soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters’ wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords’ souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master’s life, or even better, an error that might let the quasit turn against its master.
When a quasit’s master dies, the quasit can attempt to follow the master’s soul into the Great Beyond by making a Willpower roll. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master’s soul in the quasit’s possession as a writhing larvae rather than using the evil master’s soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative “promotion” to a more powerful form of life in the process.
Rarely, a quasit elects to ignore its master’s death and instead remains on the Material Plane to seek other ways to entertain itself—usually settling in an urban area where there are plenty of folk to torment.
Special abilities
Immune to Electricity
Extra 5 AP vs Fire, acid and cold
Half all damage (after AP) from any attack other then cold iron or good
heals 2 Hits/Location per round
can communicate telepathically by touch.
Poison
Application: Injection via claws, requires only a small cut
Potency: as END
Resistance: Endurance (allowed each round with 2 consecutive saves negating the rest of the damage.
Onset time: Instant
Duration: 6 rounds
Conditions: If not resisted, the victim takes 1d2 point loss to DEX per round.
Treatment: Antivenom or magical treatment only.
Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius)
1/week—commune (six questions)
change shape (2 of the following forms: bat, Small centipede, toad, or wolf)
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