Quasit

Quasits are chaotic evil outsiders. Standing about 1.5-2 feet in size and weighing about 8 pounds, they resemble tiny humanoids with spiky horns and bat wings. They are drawn to become the familiar of mages that match their demonic alignment.

A quasit is a tiny demon that delights in tormenting mortals with vicious – and often lethal – pranks. They delight in causing mischief mayhem. Sometimes, a quasit will bind themselves to a mortal spellcaster to act as a familiar. These demons do so as a means to corrupt the mortal wizard into using her magic as destructively as possible.

Similar to its Devil counterpart, the imp, the quasit is a tiny demon which strikes from ambushes and uses shape shifting (via its Alternate Shape ability) and invisibility to enter combat at the prime moment to administer its poison. Though weak it still has the innate qualities of a demon making it somewhat challenging to adventurers, and quasits rarely attack alone or without the ability to escape.

Appearance
A tiny humanoid-shaped creature with spiky horns and bat wings hovers nearby. Its hands and feet are long and slender, with long, claw-tipped digits. Warts or pustules cover its greenish skin. Quasits are insidious demons from the Abyss. They are often found serving chaotic evil spellcasters as counselors and spies. In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds. Quasits speak Common and Abyssal.

A quasit stands about 2 feet tall and weighs 8 pounds. They appear to be tiny gargoyle-like creatures with small leathery wings and a vicious fang-filled mouth that drips with poison.

Combat
Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.


 * A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.


 * Poison (Ex) : Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.


 * 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, save DC 11). Caster level 6th. The save DCs are Charisma-based.


 * Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).


 * Alternate Form (Su) : A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.