Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
Imp Devil (CR 2)
XP 600
LE Small Outsider (Devil, Extraplanar)
Init +3; Senses Detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 12 (+3 dex, +1 dodge, +1 natural, +1 size)
hp 19 [33] (3d10+3); Fast Healing 2
mp 3
Fort +2, Ref +6, Will +5
Immune Fire, Poison; Resist Ice 10, Wind 5
OFFENSE
Speed 20 ft., Fly 50 ft. (good)
Melee 2 Claws +7 (1d4), Sting +7 (1d4 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 3rd; Concentration +5)
1st (DC 13) – blind, fire, sleep
STATISTICS
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
Language Common, Infernal
SPECIAL ABILITIES
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 devil must make 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 (Knowledge: Planes 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, imp devils gain a +4 circumstance bonus to Stealth.