Quasit.json 11 KB

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  1. {
  2. "ac": 17,
  3. "alignment": "CE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 2,
  7. "constitution": 0,
  8. "creature_ability": [
  9. "Abyssal Knowledge",
  10. "Virtue Aversion",
  11. "Abyssal Healing",
  12. "Change Shape",
  13. "Quasit Venom"
  14. ],
  15. "creature_family": "Demon",
  16. "creature_family_markdown": "[Demon](/MonsterFamilies.aspx?ID=28)",
  17. "dexterity": 4,
  18. "exclude_from_search": false,
  19. "fortitude_save": 4,
  20. "hp": 25,
  21. "hp_raw": "25",
  22. "id": "creature-97",
  23. "image": [
  24. "/Images/Monsters/Demon_Quasit.png"
  25. ],
  26. "intelligence": 1,
  27. "language": [
  28. "Abyssal",
  29. "Common",
  30. "telepathy (touch)"
  31. ],
  32. "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Common](/Languages.aspx?ID=1); telepathy (touch)",
  33. "level": 1,
  34. "markdown": "<title level=\"1\" pfs=\"Standard\">[Quasit](/Monsters.aspx?ID=97)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nUnlike 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Fiend](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 15\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 13\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 10\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Demon_Quasit.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 1\">[Quasit](/Monsters.aspx?ID=97)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Tiny\" />\r\n<trait label=\"Demon\" url=\"/Traits.aspx?ID=42\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 76</row>\n\n**Perception** +7; darkvision\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Common](/Languages.aspx?ID=1); telepathy (touch)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +7, [Arcana](/Skills.aspx?ID=2) +4, [Deception](/Skills.aspx?ID=5) +7, [Intimidation](/Skills.aspx?ID=7) +5, [Religion](/Skills.aspx?ID=13) +5, [Stealth](/Skills.aspx?ID=15) +7\r\n\r\n<row gap=\"medium\">\r\n**Str** -1\r\n\r\n**Dex** +4\r\n\r\n**Con** +0\r\n\r\n**Int** +1\r\n\r\n**Wis** +2\r\n\r\n**Cha** +2\r\n</row>\r\n\r\n**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.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 17 \r\n\r\n**Fort** +4 \r\n\r\n**Ref** +10 \r\n\r\n**Will** +7 \n\n</row>\r\n\r\n**HP** 25\n\n**Weaknesses**\r\ncold iron 3, good 3\r\n\r\n**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.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 15 feet, fly 35 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +9 ([Agile](/Traits.aspx?ID=170), [Evil](/Traits.aspx?ID=64), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103), [Poison](/Traits.aspx?ID=126)),\r\n**Damage** 1d6-1 slashing plus 1d4 evil and quasit venom\r\n\r\n**Divine Innate Spells** DC 17\r\n- **Cantrips (1st)**\r\n[Detect Magic](/Spells.aspx?ID=66)\r\n- **1st**\r\n[Fear](/Spells.aspx?ID=110)\r\n- **2nd**\r\n[Detect Alignment](/Spells.aspx?ID=65) (at will; good only), [Invisibility](/Spells.aspx?ID=164) (at will, self only)\r\n- **4th**\r\n[Read Omens](/Spells.aspx?ID=247)\r\n\r\n**Abyssal Healing** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32), [Divine](/Traits.aspx?ID=48), [Healing](/Traits.aspx?ID=89), [Necromancy](/Traits.aspx?ID=117)) **Frequency** once per round; **Effect** The quasit restores 1d6 HP to itself.\r\n\r\n**[Change Shape](/MonsterAbilities.aspx?ID=8)** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32), [Divine](/Traits.aspx?ID=48), [Polymorph](/Traits.aspx?ID=127), [Transmutation](/Traits.aspx?ID=157)) \n<ul><li>**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</li><li>**Centipede** Speed 10 feet, climb 10 feet; **Melee** mandibles +7 (poison), **Damage** 1 piercing plus 1d4 poison</li><li>**Toad** scent (imprecise) 30 feet; Speed 5 feet; **Melee** jaws +7, **Damage** 1 bludgeoning</li><li>**Wolf** size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee** jaws +7, **Damage** 1d10–1 piercing plus Knockdown</li></ul>\r\n\r\n**Quasit Venom** ([Poison](/Traits.aspx?ID=126)) **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](/Conditions.aspx?ID=35) (1 round)\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-28\" />",
  35. "name": "Quasit",
  36. "npc": false,
  37. "perception": 7,
  38. "pfs": "Standard",
  39. "rarity": "common",
  40. "reflex_save": 10,
  41. "release_date": "2019-08-01",
  42. "resistance": {},
  43. "search_markdown": "<traits>\r\n<trait label=\"Demon\" url=\"/Traits.aspx?ID=42\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 76</row>\r\n\r\n**Creature Family** [Demon](/MonsterFamilies.aspx?ID=28)\r\n\r\n<row gap=\"medium\">\r\n**HP** 25\r\n\r\n**AC** 17\r\n\r\n**Fort** +4\r\n\r\n**Ref** +10\r\n\r\n**Will** +7\r\n\r\n**Perception** +7\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nUnlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When …\r\n</summary>",
  44. "sense": "darkvision",
  45. "sense_markdown": "darkvision",
  46. "size": [
  47. "Tiny"
  48. ],
  49. "skill": [
  50. "Acrobatics +7",
  51. "Arcana +4",
  52. "Deception +7",
  53. "Intimidation +5",
  54. "Religion +5",
  55. "Stealth +7"
  56. ],
  57. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +7, [Arcana](/Skills.aspx?ID=2) +4, [Deception](/Skills.aspx?ID=5) +7, [Intimidation](/Skills.aspx?ID=7) +5, [Religion](/Skills.aspx?ID=13) +5, [Stealth](/Skills.aspx?ID=15) +7",
  58. "source": [
  59. "Bestiary"
  60. ],
  61. "source_raw": [
  62. "Bestiary pg. 76"
  63. ],
  64. "source_category": "Rulebooks",
  65. "source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 76</row>",
  66. "speed": {
  67. "fly": 35,
  68. "land": 15,
  69. "max": 35
  70. },
  71. "speed_markdown": "15 feet, fly 35 feet",
  72. "speed_raw": "15 feet, fly 35 feet",
  73. "spell": [
  74. "Read Omens",
  75. "Detect Alignment",
  76. "Invisibility",
  77. "Fear",
  78. "Detect Magic"
  79. ],
  80. "spell_markdown": "[Detect Alignment](/Spells.aspx?ID=65), [Detect Magic](/Spells.aspx?ID=66), [Fear](/Spells.aspx?ID=110), [Invisibility](/Spells.aspx?ID=164), [Read Omens](/Spells.aspx?ID=247)",
  81. "stealth": "7",
  82. "strength": -1,
  83. "strongest_save": [
  84. "ref",
  85. "reflex"
  86. ],
  87. "summary": "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 …",
  88. "summary_markdown": "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 …",
  89. "text": " 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 - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Quasit 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 Action claw +9 (Agile, Evil, Finesse, Magical, Poison), Damage 1d6-1 slashing plus 1d4 evil and quasit venom Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Fear - 2nd Detect Alignment (at will; good only), Invisibility (at will, self only) - 4th Read Omens Abyssal Healing Single Action (Concentrate, Divine, Healing, Necromancy) Frequency once per round; Effect The quasit restores 1d6 HP to itself. Change Shape Single 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) ",
  90. "trait": [
  91. "Demon",
  92. "Fiend",
  93. "CE",
  94. "Tiny"
  95. ],
  96. "trait_markdown": "[Demon](/Traits.aspx?ID=42), [Fiend](/Traits.aspx?ID=70)",
  97. "trait_raw": [
  98. "Demon",
  99. "Fiend"
  100. ],
  101. "type": "Creature",
  102. "url": "/Monsters.aspx?ID=97",
  103. "vision": "Darkvision",
  104. "weakest_save": [
  105. "fort",
  106. "fortitude"
  107. ],
  108. "weakness": {
  109. "cold_iron": 3,
  110. "good": 3
  111. },
  112. "weakness_markdown": "cold iron 3, good 3",
  113. "weakness_raw": "cold iron 3, good 3",
  114. "will_save": 7,
  115. "wisdom": 2
  116. }