Quasits are the ultimate demonic familiar—the Abyss’s answer
to the imp. The difference is that
the imp is a subtle manipulator leading the caster to damnation, whereas the
quasit is the id unbound…the gleeful co-conspirator in the caster’s worst schemes…the
invisible friend who urges the child to burn down the house. Think Ralph Wiggum’s leprechaun with
horns. If a chaotic evil caster is
a ticking time bomb, a quasit is the hand gleefully ripping out wires so it
will go off sooner. Admittedly, the
quasit has to suborn its will to its master’s commands. But you can be sure it is always
waiting for the opportunity to claim its master’s soul in a bid for advancement
or freedom.
Finally, don’t forget the quasit’s weekly commune ability. Putting this expensive (500 gp),
relatively high-level (5th) spell in the hands of a comparatively green
spellcaster is quite a boon, and likely the reason many casters who should know
better give in to the temptation to summon the demon in the first place. But since the quasit is the conduit
through which these questions must be asked and answers received…and since the
Abyssal powers are not reliable truth-tellers in any case…the opportunities for
leading the caster astray are boundless.
An adventuring
spellcaster unknowingly tries to bond a familiar in an area corrupted by
Abyssal magic. As a result, a
quasit manifests, despite the difference in the caster’s alignment. Now the caster has a problem—a chaotic
evil, invisible at-will demonic
menace has a claim on her soul.
Moreover, the caster is not sure what is worse—the occasional pranks,
crimes, and mutilations the quasit causes, or the unerringly good advice it
gives…
A spellcasting
prodigy has drawn the attention of a free quasit and a lyrakien. The lyrakien knows she needs to get the
boy to resist the demon’s urgings.
But her own flightiness and independent streak have left her
ill-prepared to out-argue the cunning tempter.
When a party of
adventurers kills an evil sorcerer, his quasit familiar hares off in search
of his soul. Unfortunately, the
adventurers are standing too close and get dragged along in the plane shift. The good news is that they are not taken to the Abyss itself,
but to a swampy netherplane whose rivers all lead demonward. They need to escape before the region’s
fiendish boggards catch them or before they are washed toward the Abyss
proper. Ideally they can dispatch
the problematic quasit and the vile sorcerer’s soul larva as well.
—Pathfinder Bestiary
66
Since I played “basic” D&D instead of AD&D (e.g. 1e
and 2e) my first exposure to the quasit (and the slaad) was this Yamara during spring of sixth grade.
Also, a quick perusal of the Paizo messageboards indicates
that the quasit in the Rise of the Runelords Adventure Path gave people a lot of trouble.
Man! There are
posts I know y’all are going to
like. There are posts I think you all are going to like if I
write them just right. And then there are posts I just go,
“Bwuhhhhh? I…not know…for why I…good
did?” Thanks, guys!
Finally: Admit it, Mr. F. Wesley Schneider—if that’s your REAL name—you’re trying
to kill me, aren’t you?
(Actually, Schneider has sent me two very nice emails in the
past, so he is guilty only of killing me with kindness. Kindness and monsters.)
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