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Scourge Imp Level 5 Skirmisher

Small immortal humanoid (devil)


Initiative +8 Senses Perception +9; darkvision
HP 64; Bloodied 32
AC 19; Fortitude 17, Reflex 17, Will 17 Resist 15 fire
Speed 6, fly 8 (hover)
mBite (minor; at-will) +8 vs. AC; 3 damage.
M Burning Sting (standard; recharges when the imp uses vanish) ✦ Poison,
Fire
+10 vs. AC; 1d8 + 4 damage, and the imp makes a secondary attack against
the same target. Secondary Attack: +6 vs. Fortitude;
The target takes ongoing 5 fire damage (save ends), 5 poison damage (save
ends), and a –2 penalty to all rolls (save ends).
Flanking Fiend
When an opponent grants combat advantage to the imp’s attack, the imp does
an extra 1d6 fire damage to the target if it hits.
Vanish (standard; at-will) ✦ Illusion
The imp becomes invisible until the end of its next turn or until it attacks and
can shift 6 squares.
Fire and Brimstone Banishment
If on a plain other than the 9 hells and reduced to 0 hit points or below by a
single attack, the imp will explode, attacking all those around it within a close
burst 2 with hellfire and poison gas from the neitherworld; +8 vs. Reflex;
1d10+5 fire damage plus ongoing 5 poison damage. Miss: ongoing 2 poison
damage (save ends)
Alignment Evil Languages Common, Supernal
Skills Arcana +9, Bluff +9, Stealth +9
Str 12 (+3) Dex 17 (+5) Wis 14 (+4)
Con 16 (+5) Int 16 (+5) Cha 16 (+5)
Scourge Imp Tactics
Scourge Imps, unlike their smaller kin, enjoy a good fight. They are not
foolhardy though and fight only when outnumbering opponents or as members
of a more formidable force. Scourge
imps use vanish to turn invisible and wait for an opponent to be attacked by a
visible ally. They then strike with a debilitating tail sting from their scourge like
tails to give their teammate an unfair advantage. If the battle turns against the
imp or its allies, it never hesitates to vanish and flee.

Scourge Imp Level 5 Elite Skirmisher Small immortal humanoid (devil)

Initiative +8 Senses Perception +9; Darkvision HP 160; Bloodied 80

AC 21; Fortitude 19, Reflex 17, Will 19; Resist 15 fire; +2 Bonus to Saves Speed 6, fly 8

(hover) Action Points: 1

mBite (minor; at-will) +8 vs. AC; 3 damage.

M Burning Sting (standard; recharges when the imp uses vanish) ✦ Poison, Fire- +10 vs. AC; 1d8 + 4

damage, and the imp makes a secondary attack against the same target. Secondary Attack: +6 vs.

Fortitude; The target takes ongoing 5 fire damage (save ends), 5 poison damage (save ends), and a –2

penalty to all rolls (save ends).

C Hellfire Breath (standard; at-will) ✦ Poison, Fire- Close blast 5; +8 vs. Reflex; 1d10+3 fire and

poison damage and target is dazed until the end of the imp’s next turn

Devilish Stab- When an opponent moves adjacent to the scourge imp, it can make a Burning Sting

attack as an immediate reaction.

Flanking Fiend- When an opponent grants combat advantage to the imp’s attack, the imp does an

extra 1d6 fire damage to the target if it hits.

Vanish (standard; at-will) ✦ Illusion

The imp becomes invisible until the end of its next turn or until it attacks and can shift 6 squares.

Fire and Brimstone Banishment

If on a plain other than the 9 hells and reduced to 0 hit points or below by a single attack, the imp will

explode, attacking all those around it within a close burst 2 with hellfire and poison gas from the

neitherworld; +8 vs. Reflex; 1d10+5 fire damage plus ongoing 5 poison damage. Miss: ongoing 2 poison

damage (save ends)

Alignment Evil Languages Common, Supernal

Skills Arcana +9, Bluff +9, Stealth +9

Str 12 (+3) Dex 17 (+5) Wis 14 (+4)

Con 16 (+5) Int 16 (+5) Cha 16 (+5)

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