| Species | Quasit |
| Size | Tiny |
| Type | Outsider (Chaotic, Extraplanar, Evil) |
| Hit Dice | 3d8 (27 hp) |
| Speed | 20'; Fly 50' (perfect) |
| Abilities | Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 |
| Special Qualities | Alternate Form, DR 5/cold iron or good, Darkvision 60', Fast Healing 2, Fire Resist 10, Immune to Poison, |
| Environment | Infinite Layers of the Abyss |
| Organization | Solitary |
| Treasure | None |
| Alignment | CE |
| Advancement | 4-6 HD (Tiny) |
| Level Adjustment | - (Improved Familiar) |
| Skills |
|---|
| Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Intimidate +2, Knowledge (the planes) +6, Perception +7, Spellcraft +6, Stealth +13, |
| Feats |
|---|
| Improved Initiative, Weapon Finesse |
| Combat | |
|---|---|
| Initiative | +7 |
| Armor Class (AC) | AT 4 (40) [+3 base, +2 size, +3 dex]; Flat-footed 4 (10) |
| Base Attack | +15%/-30% [-1] |
| Full Attack | 2 Claws +40% [-1] (max Small, plus poison) - Bite +15% [-1] (max Small) |
| Space/Reach | 2 1/2 ft./0 ft. |
| Special Attacks | Poison, Spell-like Abilities |
| Saves | Fort +3, Ref +6, Will +4 |
| Description |
|---|
| Poison (Ex): Claw - Injury; Save Fortitude DC 13; Frequency 1/round for 6 rounds; Effect 1d2 Dexterity; Cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus. Spell-like Abilities (Sp): At will - Detect Good, Detect Magic, Invisibility (self only 1/day - Cause Fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. Alternate Form (Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf. |