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Impundulu

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A dark shadow moves rapidly across the ground. In the skies high above, silhouetted by the sun, a monstrous, black-feathered avian creature circles. Slowly, a supernatural wind begins to swirl about the creature, and crackling sparks erupt from its body. Screeching wildly, it descends as if falling from the sky, its blood-flecked wings tipped with cruel curved hooks, and its protruding lower beak scalloped with vicious, jagged barbs.

Impundulu CR 11

XP 12,800
NE Medium outsider (evil, extraplanar, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +21

DEFENSE

AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 133 (14d10+56)
Fort +13, Ref +14, Will +10
DR 10/magic and cold iron; Immune electricity, Resist cold 10, fire 10; SR 22

OFFENSE

Speed 20 ft. (30 ft. in humanoid form), fly 60 ft. (good)
Melee bite +19 (1d6+4 plus 1d6 bleed and 1d6 electricity), 2 talons +19 (1d4+4 plus 1d6 electricity and grab), 2 hook +13 (1d4+2 plus 1d6 electricity)
Special Attacks bleed (1d6), breath weapon (60-ft. line, 8d6 electricity, Reflex DC 21 half, usable every 1d4 rounds), electrical discharge
Spell-Like Abilities (CL 14th; concentration +19)

3/daycall lightning, charm person, gust of wind

STATISTICS

Str 18, Dex 21, Con 19, Int 15, Wis 18, Cha 20
Base Atk +14; CMB +18 (+22 grapple); CMD 33
Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Vital Strike, Weapon Focus (bite), Weapon Focus (talons)
Skills Bluff +22, Diplomacy +19, Fly +9, Intimidate +15, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Perception +21, Sense Motive +21, Spellcraft +19, Stealth +22
Languages Abyssal, Common, Fey, Infernal, Polyglot; speak with animals, telepathy 100 ft.
SQ change shape (one humanoid), shaman form

SPECIAL ABILITIES

Blood Drain (Ex)

If it grapples a foe, an impundulu drains blood at the end of its turn, dealing Constitution damage.

Electrical Discharge (Su)

An impundulu builds substantial electrical charges in its body—electrical charges visibly crackle about its form. If the impundulu hits a creature with two talons in the same round, this charge releases into that creature, dealing 4d6 points of electricity damage (this damage is in addition to the electricity damage from its talon attacks). The target may attempt a DC 21 Fortitude save for half damage. If one or both of the talon attacks is a critical hit, the jolt is so potent that the target is stunned for 1d4 rounds (creatures that are immune to electricity are immune to this stunning effect). The save DC is Constitution-based. Once the creature releases this charge, it cannot use this ability again for 1d4 rounds while it waits for the energy to build again (though this energy buildup does not affect the electrical damage from its regular talon attacks).

Familiar Service

A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a bird-like imp or quasit, has the normal statistics of an imp or quasit, and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master's soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.

Shaman Form (Su)

An impundulu using its change shape special quality can take on one specific humanoid form as if it had the change shape ability. This form usually resembles that of a jungle shaman, except it has claw-like fingernails and its feet end in talons. In this form, it cannot fly or use its breath weapon, electrical discharge, or hook attacks. An impundulu can remain in this form indefinitely. Its natural form is its bird form. If killed, it reverts to its true form.

Witchcraft

An impundulu serving as a witch's familiar gives its master additional spells known, just like a witch's patron. The master must choose from one of the following patron themes when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witch's actual patron.