Tiny Outsider (Evil, Extraplanar, Lawful)
Initiative: +3
Speed: 20 feet, fly 50 feet (perfect)
Armor Class: 21 (+2 size, +3 Dexterity, +1 dodge, +5 natural); touch 15, flat-footed 17
BAB/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison, piercing, 20 x2)
Full Attack: Sting +8 melee (1d4 plus poison, piercing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, devil traits, DR 5/good or silver, outsider traits, fast healing 2, Immunity to poison, fire resistance 5
Saves: Fortitude +3, Reflex +6, Will +4Abilities: Str 10, Int 10, Wis 12, Dex 17, Con 10, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge: any one +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 when following tracks)
Feats: Dodge, Weapon FinesseEnvironment: Any land and underground
Organization: Solitary
Challenge Rating: 2Treasure: None
Alignment: Always lawful evil
Advancement: 4 - 6 Hit Dice (Tiny)
Combat
Imps are craven, but not so timid as tp pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
Imps as Familiars
Imps can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful evil, take the Improved Familiar feat, and be at least a 7th-level caster.
Home Three Worlds Monsters
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