Quasit are soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users. At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.
Despite their rather low intelligence, quasits are quite crafty and cunning creatures. They are also used as tools by demon lords, who might communicate through them. Quasits are generally tasked with helping their masters to spread evil and chaos. In particular, they are often used to pervert lawful evil souls to chaos, which earns them rewards on their home plane of the Abyss. Ultimately, when its master dies, the quasit is charged with bringing the soul back to the Abyss. If the quasit has served well, it may be rewarded by being changed into a class A or class B demon. If not, they will be punished through becoming a kullule, soul worm, or even a quasit again.
Special Abilities
Polymorph: At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.
Immunities: Quasits are immune to normal melee and missile weapons. Only iron or +1 or better magical weapons can harm them. They are also immune to all cold, fire and lightning. If attacked with a spell, quasits save as a 7 hit dice monster.
Burning Irritation: In its natural form, a quasit attacks with its teeth and claws, which inflict a burning irritation that subtracts 1 from the victim’s dexterity unless a save vs poison is made. This penalty is cumulative. The irritation remains for 2d6 melee rounds.
At-will Abilities: Detect good (as the 1st level cleric spell), detect magic (as the 1st level cleric spell), invisibility (as the 2nd level magic user spell), and they regenerate 1 hit point per melee round.
Fear: Once per day, they can cause fear (as the 4th level magic user spell) in a 30-ft radius.
Familiar Abilities: When serving as a familiar, quasits endow their master with several abilities. If the master is within a mile of their quasit familiar, a constant full-sensory telepathic communication operates through the quasit. The master also gains 1 level of ability. If the quasit is within 25-ft of its master, it imparts its 25% magic resistance and also its regeneration abilities. If either master or quasit move out of range, the special abilities are lost.
Commune: Once per week a quasit is able to contact the Abyss in order to help gain some necessary advice or information. This operates as the 5th level cleric spell commune, and up to 6 questions are permitted.
Death Penalty: If the quasit dies, the master immediately loses 4 levels (duration 1 month).