<use Instant Rub-Down Picture Transfer: More Monsters>
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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