Hector Ronick IMAGE,
A small red Imp, in a tiny well made red suit + Crown of Telepathy and Tiny Mitral+1 Shirt at top hat. Hector has a mind of his own and will let Azal know them in the most sarcastic and subsequent way possible. His job is simple, Look after her as a valet, spy for her when needed, and keep her better company the her blade. He is proud Popups and a little stuck up, having been the servant of a Duke of Hell for many years before being assigned Commander Azal, which he endlily reminds her of. Seeing his new role as a bit of a come down.
Mythic Agile Template (MR 1, CR +1)
Creatures with the agile template are quick and deadly, moving faster than their normal counterparts and striking with incredible speed and agility. An agile creature’s quick and rebuild rules are the same.
Feats from PC guardian-spirit When Activated 20mins Level 10.
Hit Points: 105/105
Attacks:15/10/5
Saving Throws:
Fortitude +2,
Reflex +2,
Will +0
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Devil, Imp
Contents [show]
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
ImpCR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
SPECIAL ABILITIES
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.
Familiar Service
Willingly serving spellcasters as familiars, imps 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.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard
Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity.
Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.
Unlike most devils, imps 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.
Infernal Sacrifice
As a placation to their tiny egos, imps favor small, bloody sacrifices that suggest their summoner’s willingness to do evil. Those who offer a heart cut from the breast of a still-living dove gain a +2 bonus on Charisma checks made to summon an imp.
Variants
Imp Consular One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.
An imp consular can be summoned via the Improved Familiar feat by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.
Equipment:
--Items warn---
Headband:
R-Hand:
Chest:
Back: Fine tiny well made Uniform 50gp
Body:
Head:
Helm:
Feet:
Belt:
Arms:
-:Wand of Infernal Healing Small black rod 20/50 300gp
-:Wand of Prestidigitation, Small black rod 10/50 300g
-:Wand of Magic Missile 1 10/50 150gp