Demon, Quasit (CR 3/MR 1)

Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.

Mythic Quasit (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary
CE Tiny outsider (chaotic, demon, evil, extraplanar, mythic)
Init +6; Senses darkvision 60 ft.; Perception +7

Defense

AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 26 (3d10+10); fast healing 2
Fort +3, Ref +5, Will +2
Defensive Abilities DR 5/cold iron and epic and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense

Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +7 (1d3+2 plus poison), bite +7 (1d4+2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks insidious poisonMA, mythic power (1/day, surge 1d6)

Spell-Like Abilities (CL 6th; concentration +6)
At will—detect good, detect magic, greater invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)

Statistics

Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +3; CMB +3; CMD 12
Feats Improved Initiative, Weapon FinesseMF
Skills Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Stealth +16; Racial Modifiers +8 Fly
Languages Abyssal, Common; telepathy (touch)
SQ change shape (3 of the following forms: bat, small centipede, toad, dog, or wolf; polymorph), mythic masterMA

Ecology

Environment any (Abyss)
Organization solitary or murder (1 mythic quasit and 2–16 non–mythic quasits)
Treasure standard

Special Abilities

Insidious Poison (Su) When a creature fails its Fortitude save against a mythic quasit’s poison, the creature takes a –4 penalty on all saves against the quasit’s spell-like abilities for as long as the creature remains poisoned. If the quasit is a familiar for a spellcaster, the –4 penalty on saves extends to its master’s spells and spell-like abilities as well. Additionally, a mythic quasit can expend one use of mythic power as a swift action to make a creature it has hit with a claw attack roll its poison save twice and take the lower result.

Mythic Master (Su) A chaotic evil, chaotic neutral, or neutral evil spellcaster with the mythic Improved Familiar feat can call a mythic quasit as a familiar. A mythic quasit’s master gains Mythic Spell Lore as a bonus feat as long as the mythic quasit is adjacent. However, the spells its master selects with this feat must have the chaotic or evil descriptor. Spells which can have multiple descriptors, such as summon monster and planar binding, can be selected with this feat but can be cast as mythic spells only when cast with the chaotic or evil descriptor. Its master also gains 1 additional use of mythic power per day, but this use can only be used to augment a spell with the chaotic or evil descriptor.

At the GM’s option, instead of selecting any spells with the chaotic or evil descriptor you wish, you could instead choose the spells you gain from this Mythic Spell Lore feat from the bloodline spells of the Abyssal sorcerer bloodline and/or the domain spells of the Chaos or Evil cleric domain or the Demon subdomain.

If a mythic quasit’s master is killed, the mythic quasit will move within range as quickly as it can in order to use soul bind (DC 19) upon its former master, which it can use once as a spell-like ability upon its master’s death. If the mythic quasit has not used its mythic power that day, it can spend one use of its mythic power to increase the save DC by 1d6. It must use this ability within 6 rounds of its master’s death or it has no effect. If the save is failed, the mythic master’s soul is taken to the Abyss and gifted to the mythic quasit’s demonic masters.

Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.

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