Tanar'ri, Quasit

Pr 4
Gd 10
Ty 6
Pr 4
Pr 4
Gd 10
Pr 4
Gd 10



Quasits are artificial creatures formed from the chaotic and evil larvae of the Abyss. They possess supernatural powers related to the task of corrupting mortals, as well as various abilities wielded by the tanar'ri. They are relatively weak demonic entities, but dangerous nonetheless.

Known Powers:

Tanar'ri Physique: quasits are forged from larvae by powerful tanar'ri, and as artificial evolutions lack some of their creators' standard powers. They are considered tanar'ri by most however, and can evolve into 'normal' tanar'ri eventually. They have these abilities:

* Damage Reduction / Magic: most tanar'ri possess some degree of resistance to magical attacks, whether they come in the form of environmental effects, spells, or even magic items. Quasits possess 2 CS protection against all forms of mystic assault.

* Invulnerability to Cold, Fire, Electricity, and Heat: quasits have a slightly modified package of invulnerabilities, thanks to the tinkering of their creators. They lack protection from poison, but possess complete immunity to cold, fire, electricity, and heat.

* Portal Sense: planar beings all, quasits have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all quasits can spy them with ease, doing so with Excellent (20) ability.

* Telepathy: almost all tanar'ri are able to communicate directly from mind to mind - a vital skill when so few speak the same tongue. They can usually broadcast and receive thoughts at Typical (6) rank, enough to get their point across when necessary.

Animal Hybridization / Self: quasits have the ability to change their shape into two different animal forms. This power works with Good (10) ability, and lets them assume two of these forms: bats, frogs, giant centipedes, or wolves.

Claws: quasits have small claws that allow them to inflict Edged Attack damage in melee. They're poisonous though; targets who take damage and fail an Endurance FEAT against Typical (6) rank suffer a -2 CS due to the dizziness and burning itching it causes, for 1d10 turns.

Emotion Control / Fear: a dread creature of chaos and evil, the vile quasit can instill great fear within those nearby. A quasit may cause others within Very Near distance to quiver in fear with this Good (10) ranked power, which acts just like the spell of the same name.

Fangs: furthermore, quasits possess sharp, needle-like fangs that they can use to attack - or eat - their foes. These horrible teeth allow them to inflict Edged Attack damage as they can with their claws, but they lack the poison that those implements possess.

Immortality: if they weren't already tough enough, quasits are effectively immortal. If slain anywhere but within the Abyss, a quasit will rise from the grave on its home plane after a year and a day. Smashing one inside the Abyss will end its existence forever, though.

Invisibility: assisting their ability to quietly commit evil, quasits have the power to cloak themselves from sight. They can become invisible with Good (10) ability, making them undetectable by normal vision - though other senses can pick them up just fine.

Magic Sense: quasits possess several supernatural sensory abilities, the first amongst them being the ability to sense magic in their vicinity. This sense works with Good (10) ability, and highlights any mystical activity or phenomenon within Near distance of their persons.

Philosophical Sense: in that same vein, a quasit can look at a person or thing and see where their behavior leans, in a philosophical sense. With Good (10) skill, they can determine if someone (or something) is of a good, evil, lawful, chaotic, or neutral bent.

Power Amplification: one of the reasons wizards bother keeping quasits around is that they can amplify the magic of those they partner with. When a sorcerer is teamed up with a quasit, he or she will receive a +1 CS on all of the magic spells they cast.

Power Transfer: similarly, when a quasit is partnered with someone, it can share at two of their powers with their cohort in crime. Those who 'possess' a quasit as a familiar benefit from the use of their regeneration and magic damage reduction while in close proximity.

Regeneration: quasits heal rather quickly. They possess this power at Good (10) rank, which allows them to recover one lost Health point each turn, as long as they are not actively taking damage during this period of time. This on top of their other, considerable defenses.

Resistance to Physical Attacks: quasits possess considerable resistance to attacks of a non-magical nature. They wield this power at Good (10) rank, which grants them like protection against Blunt Attack, Edged Attack, Blunt Throwing, Edged Throwing, Force, and Shooting damage.

Shrinking: quasits do not wield this power in an active fashion, so much as it is an 'always on' situation describing their diminutive stature. They possess this 'power' at Poor (4) rank, making them around two feet tall, and giving them a -2 size factor.

Limitations / Enhancements:

Susceptibility: like all tanar'ri, quasits are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, which inflict at least a quarter of a quasit's maximum Health in damage.




Unattractive 2: quasits are horrible, monstrous little things. They appear generally humanoid but possess demonic features such as scaly green skin, gnarly horns, and a long, swishing tail. This makes them suffer a -4 CS to reaction rolls, save against those who summon them.


Manipulation: quasits are masters of subtle manipulations. They can help to steer a body down a desired path - usually a chaotic one fraught with evil - without their victim even knowing what it's up to. They should receive a +1 CS towards such demonic efforts.


Though not too bright, quasits are rather clever. They revel in the corruption of mortals towards the tanar'ri way of thinking, as the resultant behavior only improves the tanar'ri lot - and the quasit's prospects back home. They are somewhat powerful yet rather craven in behavior.


The quasit resembles a tiny, classical demon after a fashion. It is about two feet tall, with green scaly skin, and possesses a long, non-prehensile reptilian tail. They have long, large horns on their heads which look intimidating, but cannot be used for physical attacks.

They do possess claws on all four limbs, as well as frightening, tooth-filled maws. A quasit is somewhat gaunt in appearance, its scaly flesh looking as if it contains little else besides a skeleton, and they often wear long, stringy goatees under their pointy chins.

Ecological Niche:

The quasit is an artificially created life form. They do not occur naturally by any means, instead coming about when powerful tanar'ri twist and mutate specially selected larvae into their dread forms. Their purpose is to tempt mortals into the tanar'ri way of thinking.

When a chaotic and evil wizard attempts to draw forth a familiar, there is a good chance that they will attract the attention of a quasit, who can latch onto their spell and manifest wherever said wizard is casting from, and attempt to broker a deal to serve them in exchange for great power.

Sometimes a quasit will always remain a quasit, but if it serves its master well enough, said entity will often allow it to ascend into the form of a regular tanar'ri as a result. What form it takes upon entering the 'main' tanar'ri race depends on how well it pleased its boss over the years.

Extra Goodies:

Tanar'ri, Quasit Universal Heroes Text File Download

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