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01 October 2012

Monstrous Monday: Eye Imp


The eye imp is a sub-class of the devilish imp family. In appearance, it looks identical to the typical imp: red-skinned, winged humanoids with bulbous features. However, the eye imp is a diminutive creature, approximately the size of a small bat. In addition, it has abnormally huge, bulging eyes which dominate its face and grant it enhanced vision.

The eye imp is difficult, if not impossible, to see directly. However, when viewed from one’s peripheral vision, it is readily apparent. Unfortunately, the eye imp’s erratic flight patterns seen out of the corner of the eye appears as a random flickering or other similar confusing motion, which easily distracts the viewer making attacks, spell-casting, and other visual skills more difficult.
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Eye Imp

Diminutive Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft., fly 40 ft. (perfect)
Armor Class: 22 (+3 Dex, +4 size, +5 natural), touch 17, flat-footed 19
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 + poison)
Full Attack: Sting +8 melee (1d4 + poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Damage Reduction 5/good or silver, darkvision 90 ft., distraction, fast healing 2, immunity to poison, invisibility (limited), resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Hide +20, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +12, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Level Adjustment – (Improved Familiar)

CR 2

Combat
Like their larger cousins, eye imps are craven, but not so timid to pass up an opportunity for a surprise attack. An eye imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike bake effectively.

Poison (Ex): Injury, Fort DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities: At will–detect good, detect magic

Distraction (Su): The eye imp hovers at the edge of a creature’s peripheral vision, causing the subject’s mind to wander and distracting her with the perception of odd, annoying movement at her side. The affected creature is allowed a DC 14 Will save, or suffers a -4 penalty to all Perception and Sense Motive checks, as well as to Attack rolls. If the affected creature is attempting to cast a spell, the creature must make a DC 14 Concentration check (instead of the Will save), or the spell fails.

Invisibility, Limited (Su): Twice per day, the eye imp may cast a form of invisibility upon itself which allows it to be invisible when viewed directly, but is visible when viewed peripherally by a creature. When using this effect, the eye imp’s distraction ability DC increases by +2 to a DC 16 save. Limited invisibility lasts 3 rounds and is not terminated by an eye imp’s attacks.





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