Devil, Imp (CR 3/MR 1)

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Mythic Imp (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary
LE Tiny outsider (devil, evil, extraplanar, lawful, mythic)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

Defense

AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 26 (3d10+10); fast healing 2
Fort +1, Ref +6, Will +4
Defensive Abilities 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+3 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks mythic power (1/day, surge +1d6)

Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

Statistics

Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon FinesseMF
Skills Acrobatics +8, Bluff +8, Fly +19, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +4, Stealth +17
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

Ecology

Environment any (Hell)
Organization solitary, pair, or flock (1-4 mythic imps and 2-8 imps)
Treasure standard

Special Abilities

Diabolical Bargain (Su) Once per day, a mythic imp can create a magical effect in exchange for a gift or service from a humanoid. It can communicate with the creature with whom it bargains as if using the tongues spell (caster level 6th) for up to 6 minutes.

The power of this effect is no greater than what can be done with a 3rd-level spell. The creature accepting the diabolical bargain becomes more susceptible to the mythic imp’s corruption, taking a -2 penalty on saving throws against any effect the imp creates, and if it must make any opposed roll or check against the imp the creature must roll twice and take the worse result.

If a mythic imp expends one use of mythic power when making a diabolical bargain, it may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice.

A single creature may have no more than one profane gift from a mythic imp at a time. As long as the diabolic bargain persists, the mythic imp can communicate telepathically with the target across any distance as if they shared a common language and may use its suggestion spell-like ability through this telepathic link. A diabolic bargain can be removed with dispel evil or dispel law. The mythic imp can remove it as well as a free action (causing 1d6 Charisma drain to the victim, no save).

Mythic Master (Su) A lawful evil, lawful neutral, or neutral evil spellcaster with the mythic Improved Familiar feat can call a mythic imp as a familiar. A mythic imp’s master gains Mythic Spell Lore as a bonus feat as long as the mythic imp is adjacent. However, the spells its master selects with this feat must have the lawful or evil descriptor. Spells which can have multiple descriptors, such as summon monster and planar binding, can be selected with this feat but can be cast as mythic spells only when cast with the lawful or evil descriptor. Its master also gains 1 additional use of mythic power per day, but this use can only be used to augment a spell with the lawful or evil descriptor.

At the GM’s option, instead of selecting any spells with the lawful or evil descriptor you wish, you could instead choose the spells you gain from this Mythic Spell Lore feat from the bloodline spells of the Infernal sorcerer bloodline and/or the domain spells of the Law or Evil cleric domain or the Devil subdomain.

If a mythic imp’s master is killed, the mythic imp will move within range as quickly as it can in order to use soul bind (DC 19) upon its former master, which it can use once as a spell-like ability upon its master’s death. If the mythic imp has not used its mythic power that day, it can spend one use of its mythic power to increase the save DC by 1d6. It must use this ability within 6 rounds of its master’s death or it has no effect. If the save is failed, the mythic master’s soul is taken to Hell and gifted to the mythic imp’s diabolic masters.

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.

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