The Valcano Imp

law

First Post
Note: This monster does have the Imp abilitys that the Imps in the Fiend Folio all share.

Volcano Imp
Tiny Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 4d8+8 (26 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 50 ft. (Perfect)
AC: 19 (+4 Dex, +2 size. +3 natural), touch 16, flat-footed 15
Base Attack/Grapple: +4/-9
Attack: Claw +6 (1d2-1 plus 1d6 fire)
Full Attack: 2 Claws +6 (1d2-1 plus 1d6 fire)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Fiery aura, heat, magma spit, spell-like abilities
Special Qualities: Immunity to fire, Vulnerability to cold, Polymorph, regeneration 3, see in darkness, SR 7
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 8, Dex 19, Con 15, Int 8, Wis 12, Cha 13
Skills: Bluff +8, Climb +6, Escape Artist +11, Hide +11, Intimidate +8, Jump +6, Move Silently +11
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 4
Treasure: -
Alignment: Always lawful evil
Advancement: 5-6 HD (Tiny); 7-12 HD (Small)
Level Adjustment: -

You see this tiny, little imp with lava like skin flying at you. You can see the heat coming of its body and you smell ash.

Volcano Imps are used to watch over the volcanoes in the hells. Not known for their intelligence or even cunning. They are still not to be under estimated as they can still be quit deadly and are willing to fallow the orders of those above them even to the death.

Those people that deal with volcano imps must watch it as the imp may make a deal in which its masters can step in and demand that the person that made the deal serve them for a time. Since many people know how stupid volcano imps are and think they will forget the deal. The thing is they don’t forget and do use their stupidity as a tool (even if they don’t know it).

Combat
Volcano imps start combat bye using their scorched skin spell like ability to weaken one target. Then it moves in and uses its magma spit on the same target. After which in attacks the closed opponent as best it can.

Fiery Aura (Ex): Merely being in the presence of a volcano imp is damaging. Any creature within 5 feet of a volcano imp automatically takes 1d6 points of fire damage.

Heat (Ex): A volcano imp generates so much heat that its mere touch deals additinioal fire damage.

Magma Spit (Su): Every 2d4 rounds, a volcano imp can launch a sticky glob of fiery spittle at an opponent within 30 feet (no range increment). A successful ranged touch attack is required to hit. If struck, a target takes 2d6 points of fire damage and must make a Reflex save (DC 14) or catch one fire. The save DC is Constitution-based.
Polymorph (Su): A volcano imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual volcano imp can assume only one or two forms no larger than Medium size. Common forms include monstrous spider, raven, rat, and boar.

Regeneration (Ex): Volcano imps take normal damage from acid and from holy and blessed weapons (if silver). Attack forms that don’y deal hit point damage ignore regeneration, and a volcano imp does not restore hit points from starvation, thirst, or suffocation.

See in Darkness (Su): All volcano imps can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Spell-Like Abilities (Sp): At will—detect good, detect magic, invisibility (self only); 1/day—Scorched Skin*. Caster level 6th; save DC 11 + spell level. The save DC is Charisma-based.

*New spell see below.

Scorched Skin
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A bright red ray springs from your hand. With this spell not only do you burn them but you scar and make a burn on the skin or what ever the target has on that part of its body. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of fire damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Dexterity and Strength damage unless it makes a successful Fortitude saving throw.
 
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