QUASIT

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FREQUENCY: Very rare
FREQUENCY: Rare ([Dungeon Level V])

NO. APPEARING: 1
ARMOR CLASS:  2
MOVE: 15"
HIT DICE: 3 <MM.BC: 5>
% IN LAIR: 0% (1 Quasit: subterranean, TPL30:5th, REF4.81)
TREASURE TYPE: Q (x3)
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-2/1-2/1-4 <MM.BC: 1>
SPECIAL ATTACKS: Attack poison causes dexterity loss (1/hit), spell use
SPECIAL DEFENSES: Regenerate, magic use & partial immunity to spells, save as 7 hit dice monster, hit only by magic <or cold iron> weapons
MAGIC RESISTANCE: 25% <MM.BC: Standard>
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: S (2' tall)
LEVEL/X.P. VALUE: V | 325 + 3

<MM. BC> The quasit is the unchanged for of the familiar of a chaotic evil magic-user or cleric,
just as the imp is the unchanged form of the familiar of the lawful evil magic-user or cleric.
As such it is very rarely encountered except in the planes of the abyss or upon the death of its master or ...

While the quasit is <very> rare on the material plane, they are not on the planes of Pandemonium and the Abyss. <note frequency>
The quasit is a larva changed into a minor demon form to serve as familiar to a chaotic evil magic-user or cleric.

The major aim of a quasit is to enable its "master" to wreak greater and more chaotic evil.
It also wishes to destroy lawful evil humans in order to steal their souls for the demons, as the quasit will be rewarded accordingly when (and if) it returns to the planes of the Abyss.
At the time of its "master's" death the quasit must grab the soul and rush back to there, and if it has not been actively evil prior to that, its demon lord might change the quasit to a manes or larva or send it forth as a quasit again rather than making it into a type I or II demon.

Combat: The attack mode of an unpolymorphed quasit is by means of its claws and fangs.

Attack Poison Causes Dexterity Loss (1/hit): The wounds caused by its claws cause a burning itch which drain 1 from its opponent's dexterity each time it is wounded
    unless a saving throw versus poison is made.
    Dexterity loss remains for 2-12 melee rounds.

Spell Use & Magic Use: All quasits detect both good and magick.
    They can become invisible at will,
    and once per day they can send out of blast of fear in a 3" radius.

Polymorph: A quasit is able to polymorph itself into the shape of any two of the following creatures, this power being given to it by its demon lord: <link: demon.lord>
giant centipede, bat, frog, or wolf. <link: bat.ordinary>

The magical powers of a quasit are held by its polymorphed form also.

Regenerate: They regenerate 1 hit point per melee round.

Hit By Magic or Cold Iron Weapons: Only magical or cold iron weapons will harm these monsters.

Partial Immunity to Spells: Cold, fire, and lightning do not affect them. <reword>

Save as 7 Hit Dice Monster: For purposes of spell attack on them, quasits are considered as 7 hit dice creatures. <save as MU7>

Intelligence: Although intelligence is low, quasits are sly and cunning, and in certain situations they are able to call upon the thinking power of a demon lord. <?>

Granted Familiar Powers: Familiar: Once the quasit becomes a familiar, it passes along to its "master" the following:
    a) Telepathic communication which enables the character to use all senses (including infravision) of the familiar, even up to a mile away.
    b, c) The quasit's presence within 1" of its "master" allows the latter the quasit's magic resistance (25%) and also enables regeneration at 1 hit point per melee round.
    d+1) When the quasit is within a mile of its "master", the latter gains an additional level of ability.
      d-1) If the quasit is farther away, the character loses 1 level,
      d-4) and if the quasit is killed, the loss to the character is 4 levels.
    e) Finally, in addition to its normal advice, the quasit is able to contact a lower plane once per week in order to help its "master" decide some course of action.
    This contact is like a commune spell, but 6 questions are allowed.

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