Size/Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8+11d6+28 (85 hp)
Initiative: 1 Armor, 1
Attack: Claw DC 14 Reflex save or catch fire, taking 2d6 more next turn)
Full Attack: 2 claws DC 14 Reflex save or catch fire, taking 2d6 more next turn)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10, Detect Magic, Damage Reduction 3/cold iron, Deceive Item, Fiendish Resilience, Eldritch Blast 6d6, Invocations, Resistance 5 Acid and Cold.
Saves: Fort +6, Ref +10, Will +11
Abilities: Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Bluff +16, Concentrate +13, Hide +20, Knowledge (The Planes) +9, Listen +10, Move Silently +12, Search +9, Spellcraft +17, Spot +9 Use Magic Device +14.
Feats: Weapon Finesse, Extra Invocation x2, Maxamize Spell-Like Ability, Empower Spell-Like Ability, Quicken Spell-Like Ability.
A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only).
Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): A quasit can assume other forms at will as a standard action. Each quasit can assume two forms: Wolf, and Raven.
Detect Magic (Sp): A warlock can use detect magic as the spell at will. His caster level equals his class level.
Damage Reduction (Su): A warlock becomes resistant to physical attacks, gaining damage reduction 2/cold iron.
Deceive Item (Ex): A warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): A warlock knows the trick of ﬁendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
Least: Eldritch Spear, Baleful Utterance, Entropic Warding, Beguiling Influence.
Lesser: Brimstone Essence, Charm, Voracious Dispelling, Spider-Shape.
Greater: Devil’s Whispers, Painful Slumber of Ages.