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demon, Quasit
Although the Abyss focuses on annihilating creation,
certain demons drift into the natural world to wreak
havoc in subtler ways. Quasits target those who dabble
in the occult, luring them to evil through the powers
that lurk in forbidden texts, dark rituals, and cursed
items. These tiny demons crave the destruction and
chaos that spellcasters can unleash.
Lore
Arcana DC 19: Abyssal lords create quasits to
bring evil and chaos to the world. Consummate
spies, they sneak about searching for spellcasters who
display weak will and little self-control. A quasit bar-
gains with a mortal spellcaster and works to persuade
the mortal into accepting it as a familiar. The quasit
then goads the mortal into committing increasingly
destructive and heinous acts until the mortal eventu-
ally destroys himself or herself. If a mortal dies while
in possession of a quasit familiar, the quasit attempts
to ferry the mortals soul to the Abyss, so it can offer
the soul as a gift to its patron demon lord.
Encounters
When among other demons, quasits remain invisible,
skulking about while their larger kin shoulder the
work. Carnage demons and neldrazus are common
allies. However, quasits have greater success finding
allies in the natural world. They sometimes act as
advisors to evil humanoids, such as orcs, gnolls, and
hobgoblins, but they prefer to work with destructive
spellcasters, especially arcanians.
Quasits in Combat
A quasit fights indirectly. The demon manipulates an
enemy into serving its interests, tempting the foe with
great power in exchange for a nebulous benefit. Once
a mortal spellcaster accepts a quasit, that individual
begins taking actions that are morally questionable.
The quasit, meanwhile, remains invisible, coaxing the
mortal on.
Quasit Level 7 Controller
Tiny elemental humanoid (demon) XP 300
HP 75; Bloodied 37 Initiative +8
AC 23, Fortitude 16, Reflex 21, Will 19 Perception +10
Speed 8 Darkvision
Traits
O Tempters Influence F Aura 2
Enemies within the aura take a 2 penalty to saving throws.
Standard Actions
m Bite (poison) F At-Will
Attack: Melee 0 (one creature); +12 vs. AC
Hit: 2d6 + 5 damage, and the target grants combat advantage
(save ends).
Minor Actions
C Evil Temptation F At-Will (1/round)
Attack: Close burst 3 (one creature in burst); +10 vs. Will
Hit: The target is dazed (save ends). The effect also ends if the
target makes an attack against one of its allies.
Invisibility (illusion) F At-Will (1/round)
Effect: The quasit becomes invisible until it makes an attack roll.
Triggered Actions
Variable Resistance F Encounter
Trigger: The quasit takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The quasit gains resist 10 to the triggering
damage type until the end of the encounter.
Skills Arcana +8, Bluff +11, Stealth +13
Str 8 (+2) Dex 21 (+8) Wis 14 (+5)
Con 11 (+3) Int 10 (+3) Cha 16 (+6)
Alignment chaotic evil Languages Abyssal, Common
620_25384000_MM3.indb 46 3/31/10 12:01 PM

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