About Blosodriette
BLOSODRIETTE
Female imp rogue 2 (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 35 (5 HD; 2d8+3d10+7); fast healing 2
Fort +4, Ref +11, Will +3
Defensive Abilities evasion; DR 5/good or silver; Immune
fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee mwk shortsword +12 (1d3/19–20), sting +6 (1d4)
Ranged blowgun +11 (1 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks poison, sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +7)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 18)
1/week—commune
TACTICS
During Combat Blosodriette is cunning and practical, never
striking in the open. She prefers to soften up opponents from
hiding using her pipes of the sewers or her scroll of summon
monster III before emerging. In combat, Blosodriette prefers
to stay mobile by flying and taking shots with her blowgun;
she uses swift poison to apply venom to these darts from
her sting, and takes the time to become invisible every other
round so she can use sneak attack. She uses suggestion
to try to prevent a character with a good or silver weapon
from attacking her, suggesting that the weapon is damaged
and that the foe should avoid using it for fear of breaking it.
Melee is a last resort for the imp.
Morale
More practical than brave, Blosodriette flees or
hides if reduced to 15 or fewer hit points.
STATISTICS
Str 10, Dex 21, Con 12, Int 15, Wis 10, Cha 18
Base Atk +4; CMB +7; CMD 18
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +23, Knowledge
(arcana) +8, Knowledge (local) +8, Knowledge (planes) +8,
Perception +8, Perform (wind instruments) +8, Sense
Motive +7, Spellcraft +9, Stealth +21, Use Magic Device +11
Languages Common, Halfling, Infernal
SQ change shape (boar, giant spider, rat, or raven; beast
shape I), rogue talent (swift poison), trapfinding +1, Poison (Ex)
(Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds;
effect 1d2 Dex; cure 1 save. The save DC is Constitution-based,
and includes a +2 racial bonus.)
Combat Gear pipes of the sewers, scroll of misdirection,
scroll of summon monster III, scroll of touch of idiocy (2),
wand of acid arrow (9 charges); Other Gear blowgun
with 10 darts, mwk shortsword, mwk thieves’ tools,
gold-and-platinum signet ring worth 150 gp worn as an
armband, silk wrap worth 40 gp