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Archade

Male Advanced Imp
LE Tiny Outsider (Evil, Extraplanar, Lawful)
Init +3; Senses Darkvision 60-ft; Listen +9, Spot +9
Languages Infernal, Celestial, Draconic

AC 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
hp 16 (6 HD); DR 5/good or silver, fast healing 2
Immune Poison
Resist Acid 10, cold 10, fire 5
Fort +6, Ref +9, Will +7
Speed 20-ft, fly 50-ft (perfect)
Melee Sting +8 melee (1d4 plus poison)
Small Dagger of life stealing +9/+4 (1d3+3/19-20)
Small +1 dagger of wounding +8/+3 (1d3+1/19-20)
Space/Reach 2 1/2-ft/0-ft
Base Atk +6; Grp -2
Atk Options Poison, spell-like abilities
Special Actions Alternate form
Combat gear 2 smokesticks, 2 tanglefoot bags, potion of gaseous form, potion of magic circle against good
Spell-Like Abilities At will (CL 6th) - detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). The save DC is Charisma-based.
1/week (CL 12th) - Archade can use commune to ask six questions.

Abilities Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14
SQ 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.
Feats Dodge, Weapon Finesse, Weapon Focus (Dagger)
Skills Bluff +6, Diplomacy +8, Gather Information +6, Hide +18, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Listen +9, Move Silently +9, Search +8, Spellcraft +8, Spot +9, Survival +2 (+4 following tracks)
Possessions combat gear plus tome of clear thought +4 (used), 50 pp, deep green spinel (40 gp), smoky quartz (40 gp), tiger eye turquoise (13 gp)
Alternate Form (Su) Archade can assume another form at will as a standard action. Archade can assume all of the forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Dagger of life stealing: a +2 black iron dagger bestows a negative level when it deals a critical hit. Archade gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Height 2 ft; Hair None; Skin Rusty red;

CR 5

Encounter Treasure

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