(Generated 41 times)
Namelist None
Rank Novice
Race Imp
Cult rank None
Notes 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)
STR 1d6+5
CON 3d6
SIZ 1d4
DEX 2d6+7
INT 2d6+6
POW 2d6+5
CHA 3d6
D20Hit locationArmor
01-02 tail 2
03-04 Right leg 2
05-06 Left leg 2
07-09 Abdomen 2
10 Chest 2
11-12 Right Wing 2
13-14 Left Wing 2
15-16 Right Arm 2
17-18 Left Arm 2
19-20 Head 2
Movement 6 m (15 m fly)
Natural armor Yes

Non-random features

Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+20 Deceit INT+CHA+40
Endurance CON+CON+30 Evade DEX+DEX+40 Influence CHA+CHA+30
Insight INT+POW+30 Perception INT+POW+30 Stealth DEX+INT+30
Unarmed STR+DEX+30 Willpower POW+POW+40

Custom skills

Passon: Evil and cruel POW+POW+30 Fly STR+DEX+50 Language (Demon and Common) INT+CHA+30

Combat styles

Tiny TerrorSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d4 S T - Grip, bleed, venomous Y Y 0 0 head
Claws 1h-melee 1d3 S S - Grip, bleed, venomous Y Y 0 0 arm