03-06-2017, 10:36 PM
(This post was last modified: 06-12-2017, 08:05 PM by Fortheseen.)
Imp Family
Alberich
These gray-skinned nuisance are larger and much older imps who lead hordes of demons in their commands. They seek more knowledge and power to bluster their reign.
CR 9 XP 6400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +10; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +17
AC 24, touch 17, flat-footed 17(+6 Dex, +1 dodge, +7 natural)
hp 109(12d10+36); fast healing 6
mp 67
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10, lightning 5
Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +18(1d8+3), Sting +19(1d6+3 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 12th; concentration +16)
1st – Blind(DC 15), Fire(DC 15), Sleep(DC 15)
2nd – Fire II(DC 16), Poison(DC 16), Silence(DC 16)
3rd – Bio(DC 17), Blindga(DC 17), Fira(DC 17), Fire III(DC 17), Sleepga(DC 17)
4th – Disable(DC 18), Poisonga(DC 18), Silencega(DC 18)
5th – Firaga(DC 19), Gravity(DC 19)
6th – Berserk(DC 20), Mass Disable(DC 20), Flare(DC 20)
Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge(arcana, planes) +19, Perception +17, Spellcraft +19, Stealth +21
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the alberich must pass a Will Save(DC 15) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Alberich are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, alberich gain a +4 circumstance bonus to stealth.
Ereshkigal
Larger than your average imp these fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, purple-skinned nuisance are deadly.
CR 6 XP 2400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +5; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +13
AC 20, touch 16, flat-footed 14(+5 Dex, +1 dodge, +4 natural)
hp 67(8d10+16); fast healing 4
mp 30
Fort +5, Ref +11, Will +9
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10
Speed 20 ft., fly 50 ft.(good)
Melee 2 Claws +13(1d8+2), Sting +13(1d6+2 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 8th; concentration +11)
1st – Blind(DC 14), Fire(DC 14), Sleep(DC 14)
2nd – Fire II(DC 15), Poison(DC 15), Silence(DC 15)
3rd – Bio(DC 16), Blindga(DC 16), Fira(DC 16), Fire III(DC 16), Sleepga(DC 16)
4th – Disable(DC 17), Poisonga(DC 17), Silencega(DC 17)
Str 15, Dex 20, Con 15, Int 17, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 25
Feats Combat Casting, Dodge, Spell Penetration, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Fly +27, Knowledge(arcana, planes) +14, Perception +13, Spellcraft +14, Stealth +16
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
3/day, the ereshkigal may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the ereshkigal must pass a Will Save(DC 14) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Ereshkigal are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, ereshkigals gain a +4 circumstance bonus to stealth.
Garchimacera
Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, orange-skinned nuisance.
CR 4 XP 1200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +4; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10
AC 19, touch 16, flat-footed 14(+4 Dex, +1 dodge, +3 natural, +1 size)
hp 50(6d10+12); fast healing 3
mp 17
Fort +4, Ref +9, Will +7
DR 5/good or silver; Immune fire, poison; Resist ice 10, wind 10
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +11(1d6+1), Sting +11(1d4+1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 6th; concentration +8)
1st – Blind(DC 13), Fire(DC 13), Sleep(DC 13)
2nd – Fire II(DC 14), Poison(DC 14), Silence(DC 14)
3rd – Bio(DC 15), Blindga(DC 15), Fira(DC 15), Fire III(DC 15), Sleepga(DC 15)
Str 12, Dex 19, Con 14, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +25, Knowledge(arcana, planes) +11, Perception +10, Spellcraft +11, Stealth +12
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the garchimacera may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the garchimacera must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Garchimacera are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, garchimaceras gain a +4 circumstance bonus to stealth.
Gremlin
The weakest of the imp family, this fiendish winged and a whipping scorpion-like tail lash behind this diminutive, green-skinned nuisance.
CR 1/2 XP 200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +2; Senses Darkvision 60 ft., low-light vision; Perception +5
AC 13, touch 12, flat-footed 11(+2 Dex, +1 size)
hp 7(1d10)
mp 1
Fort +0, Ref +4, Will +4
Immune fire, poison
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +4 (1d4-2), Sting +4(1d4-2 plus poison)
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)
Str 7, Dex 15, Con 11 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +6
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Shadow Meld (Ex)
Gremlins are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Gremlins gain a +4 circumstance bonus to stealth.
Imp
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, reddish brown-skinned nuisance.
CR 1 XP 400
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +5
AC 14, touch 13, flat-footed 11(+3 Dex, +1 size)
hp 8(1d10+2); fast healing 1
mp 1
Fort +1, Ref +5, Will +4
Immune fire, poison; Resist ice 5, wind 5
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +5 (1d4-1), Sting +5(1d4-1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)
Str 8, Dex 16, Con 12 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +7
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld (Ex)
Imps are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.
Imp Devil
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
CR 2 XP 600
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
AC 16, touch 15, flat-footed 13(+3 Dex, +1 dodge, +1 natural, +1 size)
hp 16(3d10+2); fast healing 2
mp 5
Fort +2, Ref +6, Will +5
Immune fire, poison; Resist ice 10, wind 5
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +6(1d4), Sting +6(1d4 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 3rd; concentration +4)
1st – Blind(DC 12), Fire(DC 12)
2nd – Fire II(DC 13), Poison(DC 13)
Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge(arcana, planes) +7, Perception +7, Spellcraft +7, Stealth +9
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp devil may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Imp devils are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.
Familiar Service
Willingly serving spellcasters as familiars, imp devils play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.
Unlike most devils, imp devils often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.
Jackanapes
These black-skinned nuisance are extremely rare and deadly imps who keep to themselves. They have an eye for treasure and get easily angry if any of their loot is taken from them. They almost always get the surprise on their victims.
CR 13 XP 25,600
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +16; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +21
AC 26, touch 18, flat-footed 18(+7 Dex, +1 dodge, +8 natural)
hp 147(15d10+60); fast healing 8
mp 105
Fort +9, Ref +16, Will +13
Defensive Abilities Never off-guard; DR 10/good; Immune berserk, blind, fire, poison; Resist all 10 expect non-elemental; SR 26
Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +22(2d6+3), Sting +23(1d6+3 plus poison)
Special Attacks Moon Flute
Spells Known(Black Mage CL 15th; concentration +20)
1st – Blind(DC 16), Fire(DC 16), Sleep(DC 16)
2nd – Fire II(DC 17), Poison(DC 17), Silence(DC 17)
3rd – Bio(DC 18), Blindga(DC 18), Fira(DC 18), Fire III(DC 18), Sleepga(DC 18)
4th – Disable(DC 19), Poisonga(DC 19), Silencega(DC 19)
5th – Firaga(DC 20), Gravity(DC 20)
6th – Berserk(DC 21), Mass Disable(DC 21), Flare(DC 21)
7th – Graviga(DC 22), Reverse(DC 22)
8th – Flare II(DC 23)
Str 16, Dex 24, Con 18, Int 21, Wis 18, Cha 15
Base Atk +15; CMB +6; CMD 20
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Improved Natural Attack(Claw), Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +25, Bluff +20, Fly +35, Knowledge(arcana, planes) +24, Perception +21, Spellcraft +24, Stealth +25
Languages Common, Infernal
Moon Flute (Su)
Once per day, the jackanapes may make an eerie noise that affects all enemies within a 30-foot radius of the jackanapes must pass a Will Save(DC 23) or be inflicted with Berserk status for 1d4 rounds. Blue mages may learn this ability as a 8th level spell(DC 31).
Never off-guard (Su)
The jackanapes can always act in the surprise round even if it fails to make a Perception roll to notice a foe, but it is still considered flat-footed until it takes an action. In addition, it receives a bonus on initiative checks equal to it Wisdom modifier.
Poison (Ex)
Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Shadow Meld(Ex)
Jackanapes are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, jackanapes gain a +4 circumstance bonus to stealth.
Alberich
These gray-skinned nuisance are larger and much older imps who lead hordes of demons in their commands. They seek more knowledge and power to bluster their reign.
CR 9 XP 6400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +10; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +17
AC 24, touch 17, flat-footed 17(+6 Dex, +1 dodge, +7 natural)
hp 109(12d10+36); fast healing 6
mp 67
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10, lightning 5
Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +18(1d8+3), Sting +19(1d6+3 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 12th; concentration +16)
1st – Blind(DC 15), Fire(DC 15), Sleep(DC 15)
2nd – Fire II(DC 16), Poison(DC 16), Silence(DC 16)
3rd – Bio(DC 17), Blindga(DC 17), Fira(DC 17), Fire III(DC 17), Sleepga(DC 17)
4th – Disable(DC 18), Poisonga(DC 18), Silencega(DC 18)
5th – Firaga(DC 19), Gravity(DC 19)
6th – Berserk(DC 20), Mass Disable(DC 20), Flare(DC 20)
Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge(arcana, planes) +19, Perception +17, Spellcraft +19, Stealth +21
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the alberich must pass a Will Save(DC 15) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Alberich are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, alberich gain a +4 circumstance bonus to stealth.
Ereshkigal
Larger than your average imp these fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, purple-skinned nuisance are deadly.
CR 6 XP 2400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +5; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +13
AC 20, touch 16, flat-footed 14(+5 Dex, +1 dodge, +4 natural)
hp 67(8d10+16); fast healing 4
mp 30
Fort +5, Ref +11, Will +9
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10
Speed 20 ft., fly 50 ft.(good)
Melee 2 Claws +13(1d8+2), Sting +13(1d6+2 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 8th; concentration +11)
1st – Blind(DC 14), Fire(DC 14), Sleep(DC 14)
2nd – Fire II(DC 15), Poison(DC 15), Silence(DC 15)
3rd – Bio(DC 16), Blindga(DC 16), Fira(DC 16), Fire III(DC 16), Sleepga(DC 16)
4th – Disable(DC 17), Poisonga(DC 17), Silencega(DC 17)
Str 15, Dex 20, Con 15, Int 17, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 25
Feats Combat Casting, Dodge, Spell Penetration, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Fly +27, Knowledge(arcana, planes) +14, Perception +13, Spellcraft +14, Stealth +16
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
3/day, the ereshkigal may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the ereshkigal must pass a Will Save(DC 14) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Ereshkigal are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, ereshkigals gain a +4 circumstance bonus to stealth.
Garchimacera
Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, orange-skinned nuisance.
CR 4 XP 1200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +4; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10
AC 19, touch 16, flat-footed 14(+4 Dex, +1 dodge, +3 natural, +1 size)
hp 50(6d10+12); fast healing 3
mp 17
Fort +4, Ref +9, Will +7
DR 5/good or silver; Immune fire, poison; Resist ice 10, wind 10
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +11(1d6+1), Sting +11(1d4+1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 6th; concentration +8)
1st – Blind(DC 13), Fire(DC 13), Sleep(DC 13)
2nd – Fire II(DC 14), Poison(DC 14), Silence(DC 14)
3rd – Bio(DC 15), Blindga(DC 15), Fira(DC 15), Fire III(DC 15), Sleepga(DC 15)
Str 12, Dex 19, Con 14, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +25, Knowledge(arcana, planes) +11, Perception +10, Spellcraft +11, Stealth +12
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the garchimacera may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the garchimacera must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Garchimacera are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, garchimaceras gain a +4 circumstance bonus to stealth.
Gremlin
The weakest of the imp family, this fiendish winged and a whipping scorpion-like tail lash behind this diminutive, green-skinned nuisance.
CR 1/2 XP 200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +2; Senses Darkvision 60 ft., low-light vision; Perception +5
AC 13, touch 12, flat-footed 11(+2 Dex, +1 size)
hp 7(1d10)
mp 1
Fort +0, Ref +4, Will +4
Immune fire, poison
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +4 (1d4-2), Sting +4(1d4-2 plus poison)
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)
Str 7, Dex 15, Con 11 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +6
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Shadow Meld (Ex)
Gremlins are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Gremlins gain a +4 circumstance bonus to stealth.
Imp
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, reddish brown-skinned nuisance.
CR 1 XP 400
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +5
AC 14, touch 13, flat-footed 11(+3 Dex, +1 size)
hp 8(1d10+2); fast healing 1
mp 1
Fort +1, Ref +5, Will +4
Immune fire, poison; Resist ice 5, wind 5
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +5 (1d4-1), Sting +5(1d4-1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)
Str 8, Dex 16, Con 12 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +7
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld (Ex)
Imps are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.
Imp Devil
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
CR 2 XP 600
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
AC 16, touch 15, flat-footed 13(+3 Dex, +1 dodge, +1 natural, +1 size)
hp 16(3d10+2); fast healing 2
mp 5
Fort +2, Ref +6, Will +5
Immune fire, poison; Resist ice 10, wind 5
Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +6(1d4), Sting +6(1d4 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 3rd; concentration +4)
1st – Blind(DC 12), Fire(DC 12)
2nd – Fire II(DC 13), Poison(DC 13)
Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge(arcana, planes) +7, Perception +7, Spellcraft +7, Stealth +9
Languages Common, Infernal
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp devil may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).
Shadow Meld(Ex)
Imp devils are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.
Familiar Service
Willingly serving spellcasters as familiars, imp devils play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.
Unlike most devils, imp devils often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.
Jackanapes
These black-skinned nuisance are extremely rare and deadly imps who keep to themselves. They have an eye for treasure and get easily angry if any of their loot is taken from them. They almost always get the surprise on their victims.
CR 13 XP 25,600
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +16; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +21
AC 26, touch 18, flat-footed 18(+7 Dex, +1 dodge, +8 natural)
hp 147(15d10+60); fast healing 8
mp 105
Fort +9, Ref +16, Will +13
Defensive Abilities Never off-guard; DR 10/good; Immune berserk, blind, fire, poison; Resist all 10 expect non-elemental; SR 26
Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +22(2d6+3), Sting +23(1d6+3 plus poison)
Special Attacks Moon Flute
Spells Known(Black Mage CL 15th; concentration +20)
1st – Blind(DC 16), Fire(DC 16), Sleep(DC 16)
2nd – Fire II(DC 17), Poison(DC 17), Silence(DC 17)
3rd – Bio(DC 18), Blindga(DC 18), Fira(DC 18), Fire III(DC 18), Sleepga(DC 18)
4th – Disable(DC 19), Poisonga(DC 19), Silencega(DC 19)
5th – Firaga(DC 20), Gravity(DC 20)
6th – Berserk(DC 21), Mass Disable(DC 21), Flare(DC 21)
7th – Graviga(DC 22), Reverse(DC 22)
8th – Flare II(DC 23)
Str 16, Dex 24, Con 18, Int 21, Wis 18, Cha 15
Base Atk +15; CMB +6; CMD 20
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Improved Natural Attack(Claw), Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +25, Bluff +20, Fly +35, Knowledge(arcana, planes) +24, Perception +21, Spellcraft +24, Stealth +25
Languages Common, Infernal
Moon Flute (Su)
Once per day, the jackanapes may make an eerie noise that affects all enemies within a 30-foot radius of the jackanapes must pass a Will Save(DC 23) or be inflicted with Berserk status for 1d4 rounds. Blue mages may learn this ability as a 8th level spell(DC 31).
Never off-guard (Su)
The jackanapes can always act in the surprise round even if it fails to make a Perception roll to notice a foe, but it is still considered flat-footed until it takes an action. In addition, it receives a bonus on initiative checks equal to it Wisdom modifier.
Poison (Ex)
Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Shadow Meld(Ex)
Jackanapes are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, jackanapes gain a +4 circumstance bonus to stealth.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.