3e SRD:Demon, Quasit

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Quasit

Size/Type: Tiny Outsider (Chaotic, Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+2 size, +3 Dex, +3 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d3-1 and poison, bite 1d4-1
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6
Feats: Weapon Finesse (bite, claw)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Tiny)

Except where noted below, all demons speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).

Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).

Poison (Ex): Claw, Fortitude save DC 13 (including a +2 racial bonus); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size.

Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.



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