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Zotzpox the Imp

Zotzpox was the familiar of Elzid Natholin, a wizard living near Ankhapur. His master met a woman and decided to stop being evil. An angry Zotzpox sabotaged his master's alchemical experiments, causing an explosion that destroyed Elzid's tower and killed Elzid in the process. When people started snooping around the ruins, Zotzpox killed them, too.   Zotzpox was nearly killed himself when The Three came to investigate the missing woman Erilyn Windfellow, Elzid's betrothed. Nearly killing both Stolig and Raeth, Zotzpox fled when dealt a terrible blow from the cleric's silver mace. He has vowed to kill The Three before returning to the Nine Hells or finding a new master in Faerun.
  • Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
  • Hit Dice: 4d8 (21 hp)
  • Initiative: +4
  • Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
  • Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 15, flat-footed 17
  • Base Attack/Grapple: +4/-4
  • Attack: Sting +10 melee (1d4 plus poison)
  • Full Attack: Sting +10 melee (1d4 plus poison)
  • Space/Reach: 2½ ft./0 ft.
  • Special Attacks: Poison, spell-like abilities
  • Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
  • Saves: Fort +4, Ref +7, Will +5
  • Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 12, Cha 14
  • Skills: Diplomacy +9, Hide +19, Knowledge (arcana) +7, Listen +8, Move Silently +12, Search +7, Spellcraft +7, Spot +8, Survival +2 (+4 following tracks). Languages: Common, Infernal
  • Feats: Dodge, Weapon Finesse
  • Environment: A lawful evil-aligned plane
  • Organization: Solitary
  • Challenge Rating: 3
  • Treasure: ring of spell storing (darkness, hypnotism, levitate all at 7th level)
  • Alignment: Always lawful evil
  • Advancement: 4-6 HD (Tiny)
  In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
  • Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.   An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.  
  • Poison (Ex)
Injury, Fortitude 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, invisibility (self only 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.   Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).  
  • Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Children
Known Languages
Celestial, Common, Draconic, Infernal

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