Quasits are chaotic counterparts to imps. The chaotic evil priests and wizards which quasits "serve" gain the same benefits and disadvantages that an imp's master does.
Like imps, each quasit can assume two forms. Those most commonly chosen by quasits are bats, giant centipedes, frogs or wolves. They can use their magic in any of their forms.
The quasit attacks with its clawed hands (1-2 points each) and its deadly bite (1-4 points). The quasit's claws are coated in a toxin which causes anyone struck by them to save vs poison or lose 1 point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative.
Quasits can turn invisible, detect good, or detect magic at will. They regenerate 1 hit point per round and can unleash a blast of fear with a 30 foot range radius once per day. Once each week the quasit can commune with the lower planes (asking up to 6 questions).
Quasits can only be harmed by cold iron or magical weapons. They are able to resist magic 25% of the time, save as if they were 7 Hit Die monsters and are immune to cold, fire and lightning.
|Chaotic evil Quasit|
FREQUENCY: Very rare
ACTIVITY CYCLE: Any
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOUR CLASS: 2
HIT DICE: 3
NO. OF ATTACKS: 3 (claw, claw, bite)
SPECIAL ATT: See Above
SPECIAL DEF: See Above
MAGIC RESIST: 25%
SIZE: T (2' tall)
MORALE: Average (8-10)
XP VALUE: 2,000
*All information taken from the Advanced Dungeons & Dragons Monstrous Manual for the AD&D 2nd Edition Game, copyright of TSR.*