XP 12,800
CG Medium fey
Init +7; Senses low-light vision; Perception +25
DEFENSE
AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 153 (18d6+90)
Fort +11, Ref +18, Will +15
DR 10/cold iron; Immune fire
OFFENSE
Speed 30 ft., fly 60 ft. (as spell)
Melee 2 slams +19 (1d8+9/19-20)
Ranged rock +15/+10 (1d8+13)
Spell-Like Abilities (CL 18th)
Constant--fly, telekinesis
At will--call lightning, summon swarm, tree shape
3/day--elemental body II, spike stones, wall of thorns
STATISTICS
Str 6, Dex 24, Con 20, Int 28, Wis 18, Cha 21
Base Atk +9; CMB +18 (+20 trip); CMD 25 (27 vs. trip)
Feats Combat Expertise, Dazzling Display, Greater Feint, Improved Critical (slam), Improved Feint, Improved Trip, Shatter Defenses, Vital Strike, Weapon Focus (slam)
Skills Acrobatics +28, Bluff +26, Climb +30, Diplomacy +26, Disguise +26, Escape Artist +28, Fly +37, Knowledge (geography) +30, Knowledge (local) +30, Knowledge (nature) +30, Perception +25, Perform (oratory) + 26, Sense Motive +25, Stealth +28, Use Magic Device +26
Languages Aquan, Auran, Common, Druidic, Elven, Giant, Sylvan, Terran
SQ telekinetic mastery
SPECIAL ABILITIES
Telekinetic Mastery (Su)
A battle imp has a constant telekinesis effect that allows him to use his Intelligence modifier in place of Strength. They can also hurl and catch rocks like giants. |
Lore
Characters with ranks in Knowledge (nature) can learn more about a Battle Imp. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (nature)
DC |
Result |
16 |
Battle imps wield an array of offensive magical powers. In fact, the stones and trees that form its overlarge body are essentially a projection of a constant telekinesis effect. |
21 |
Most people know that battle imps are scared of fire because battle imps themselves spend a lot of their free time spreading that rumor so that people do not learn that they are actually immune to that energy. |
26 |
Druids will keep in regular (meaning once a month) contact with local battle imps but will only call on them in times of most severe peril since the little bastards won’t shut up and rarely act logically. |
31 |
Doing a favor for a battle imp will make it your friend for life. Attacking a battle imp, even by accident, causes the opposite effect. |
Editor's NoteThe Fly Skill appears to be in error: It should be Fly +41. (18 ranks + 3 Class + 7 DEX + 9 spell + 4 maneuverability)
GM's are encouraged to use this amount.
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