Demon, Quasit
- Armor Class
- 1 [18] (m)
- Hit Dice
- 2
- Attacks
- Bite or Claw (1d6-1)
- Special
- magic weapons to hit, poison, regeneration, spells, invisibility, shapechanging, fear, acid, see description
- Move
- 9
- HDE/XP
- 4/120
Description
Infernal beings are monstrosities with otherworldly or extra-dimensional origins. These beings are universally vile and at odds with the powers of goodness. There are several distinct races or groups of infernal beings, generally grouped by their origin. They might be called demons, devils, or other related terms. If reduced to 0 Hit Points in the mortal world, an infernal is not destroyed but disappears in a pall of greasy black smoke and terrifying scream, banished back to its home dimension or plane. Once banished, it cannot return to the mortal world for an entire year. To truly destroy one it must be reduced to 0 Hit Points while in its home dimension.
A Quasit is a diminutive demonic being roughly humanoid in shape and standing about 2 feet tall. It is a natural shape-shifter able to change at will into the form of a giant centipede, giant bat, or a wolf, all with horrific visages that set it apart from a normal animal. In all forms the quasit has 60-foot Darkvision.
In its natural demonic form, a quasit attacks with its poisonous claws and bite. The poisonous claws cause an unnatural burning itch that will temporarily reduce the Dexterity of the target by 1 point for each successful attack. The points return 10 minutes after the end of combat. In its other forms, see the relevant monster entry for its attack forms. In addition to physical attacks, a quasit has several magical qualities available in any of its forms. They can Detect Magic at will, become invisible at will, and once per day can Cause Fear (reversed Remove Fear) as a 7th-level Magic-user.
As an infernal being, a quasit is immune to electrical and poison attacks, and receives only half damage from acid, cold, or fire-based attacks. Magical weapons or spells are required to strike a quasit. In addition, so long as it has at least 1 HP remaining, a quasit regenerates 1 HP every round; if reduced below 1 HP a quasit will die. A quasit makes saving throws against magic with a +4 bonus.
See Also
Other creatures in the Demon category: Demon, Balor, Demon, Imp, Demon, Lemure, Demon, Succubus, Demon, Agares, Demon, Arachnea, Demon, Barbed Devil, Demon, Baubas, Demon, Bone Devil, Demon, Creoboros, Demon, Dread Horseman, Demon, Eldri, Demon, Erinyes, Demon, Fiend, Demon, Glabrezu, Demon, Hezrou, Demon, Ice Devil, Demon, Larva, Demon, Malacoda, Demon, Malebranche, Demon, Manes, Demon, Marilith, Demon, Nalfeshni, Demon, Night Hag, Demon, Nightmare, Demon, Pazzu, Demon, Rubicante, Demon, Shadow Fiend, Demon, Spined Devil, Demon, Vega, Demon, Vrock.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.