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Quasit

Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own.

Recall Knowledge (Religion): DC 15

QuasitCreature 1

CETinyDemonFiend
Source Bestiary pg. 76
Perception +7; darkvision
Languages Abyssal, Common; telepathy (touch)
Skills Acrobatics +7, Arcana +4, Deception +7, Intimidation +5, Religion +5, Stealth +7
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
Abyssal Knowledge When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure.
AC 17, Fort +4, Ref +10, Will +7
HP 25; Weaknesses cold iron 3, good 3
Virtue Aversion The quasit’s link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit’s creator (such as a beloved daughter’s doll) as an Interact action to automatically deal the quasit 2d6 mental damage.
Speed 15 feet, fly 35 feet
Melee Single ActionSingle Action claw +9 (agile, evil, finesse, magical, poison), Damage 1d6-1 slashing plus 1d4 evil and quasit venomDivine Innate Spells DC 17; 4th read omens; 2nd detect alignment (at will; good only), invisibility (at will, self only); 1st fear; Cantrips (1st) detect magic
Abyssal Healing Single ActionSingle Action (concentrate, divine, healing, necromancy) Frequency once per round; Effect The quasit restores 1d6 HP to itself.Change Shape Single ActionSingle Action (concentrate, divine, polymorph, transmutation)
  • Bat echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; Melee fangs +7, Damage 1d4–1 piercing; Melee wing +7 (agile), Damage 1d4–1 bludgeoning
  • Centipede Speed 10 feet, climb 10 feet; Melee mandibles +7 (poison), Damage 1 piercing plus 1d4 poison
  • Toad scent (imprecise) 30 feet; Speed 5 feet; Melee jaws +7, Damage 1 bludgeoning
  • Wolf size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; Melee jaws +7, Damage 1d10–1 piercing plus Knockdown
Quasit Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 As stage 1; Stage 3 1d6 poison and slowed 1 (1 round)

All Monsters in "Demon"

NameLevel
Balor (Fire Demon)20
Glabrezu (Treachery Demon)13
Kalavakus (Slaver Demon)10
Marilith (Pride Demon)17
Quasit1
Shemhazian (Mutilation Demon)16
Succubus (Lust Demon)7
Vrock (Wrath Demon)9

Demon

Source Bestiary pg. 76
When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more “specialized” depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon’s driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.

Demonic Deities

The most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V’sug, Kabriri, and Zura.

Demonic Locations

The sprawling, heaving, changing realm of the Abyss is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Abyss wears through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.

Demonic Possession

Some demons specialize in the art of possessing creatures or objects to spread fear and chaos. In such cases a demon gains a powerful disguise with which to work its evils upon the world, a subterfuge that delights the demon.

Demonic Sources

When a sinful mortal soul is consigned to the Abyss, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest—and most threatening—aspect of these dangerous fiends.

Other Demons

The Abyss may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Abyss is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here. The shadowy invidiak is a demon without a body, born of envious souls. The goat-faced, flame-hooved brimorak rises from the souls of arsonists. Slimy, horned blood demons spawn from assassins, boar demons from the greedy... the list goes on and on.

Sinful Destruction

While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition.

The Nature of Chaos

Some say that the nature of chaos inherently precludes cooperation and subtlety, but demons are proof of the fallacy of this claim.

What Makes a Sin?

Some classify sin into seven categories—envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others’ expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife.