Monster: Quasit
The weakest of demons, quasits are tiny flying beings that can turn invisible and deliver poison. They
are weak in combat, but mobile and hard to hit. More useful as spies or familiars for evil wizards.
are weak in combat, but mobile and hard to hit. More useful as spies or familiars for evil wizards.
Quasit [Monster Manual, page 46]
42 points
Attribute Modifiers: ST-8 [-80]; DX+1 [20].
Secondary
Characteristic Modifiers: SM-3; Basic Move -2 [-10].
Advantages: Doesn’t Eat or Drink [10]; Flight (Winged,
-25%) [30]; Immunity to Poison [15]; Infravision [10]; Rapid Healing [5]; Sharp
Claws [5]; Unaging [15].
Change Shape:
Alternate Form (A bat, a toad, or a SM-3 centipede; Magical, -10%) [14].
Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire,
-40%; Tough Skin, -40%) [13].
Poison:
Toxic Attack 1 point (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Claws,
+0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -2 DX, +20%) [2].
Spell-Like Abilities (Alternative Abilities) [71]:
Attribute Modifiers: ST-8 [-80]; DX+1 [20].
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
Seek Good [11/5=3].
Disadvantages: Appearance (Ugly) [-8]; Callous
[-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Trickster (12) [-15]; Vulnerability
(Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Evil).
Typical Stats
ST: |
2 |
HP: |
2 |
Speed: |
5.25 |
DX: |
11 |
Will: |
10 |
Move: |
3 land, 6 air |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
-3 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
5 (vs. fire) |
Sharp Claws (14): thrust 1d-6 cutting (KYOS: 1d-10 cutting) + follow-up 1 toxic (3 1-hour
cycles; Resisted with HT; Symptoms – -2 to DX at 2/3 HP), Reach C.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (10) – see GURPS Thaumatology: Sorcery,
page 19;
Sense Good (10).
Traits: Alternate Form (A bat, a toad, or a SM-3 centipede; Magical); Appearance (Ugly); Callous; Doesn’t Eat or Drink; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Rapid Healing; Sadism (12); Social Stigma (Monster); Trickster (12); Unaging; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
Skills: Brawling-14; Fast-Talk-12; Stealth-15.
Creature Type: Outsider (Chaotic,
Evil).
Traits: Alternate Form (A bat, a toad, or a SM-3 centipede; Magical); Appearance (Ugly); Callous; Doesn’t Eat or Drink; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Rapid Healing; Sadism (12); Social Stigma (Monster); Trickster (12); Unaging; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
Skills: Brawling-14; Fast-Talk-12; Stealth-15.
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