Encounters for PFS Scenario #7-17: Perch of Liberty

A. Hellknight Skirmish

ImpCreature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

A. Hellknight Skirmish (Easier Difficulty)

Hellknight Armiger

ImpCreature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

A. Hellknight Skirmish (Standard Difficulty)

Hellknight Armiger

Imp (3)Creature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

A. Hellknight Skirmish (Harder Difficulty)

Hellknight Armiger

Imp (5)Creature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

Free the Captives!

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87
Recall Knowledge DC 20 • Fiend (Religion)
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

ZebubCreature 3

Small Devil Fiend Unholy 
Source Monster Core 2 pg. 98
Recall Knowledge DC 18 • Fiend (Religion)
Perception +12; greater darkvision
Languages Diabolic, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1
AC 18; Fort +8, Ref +10, Will +8; +1 status to all saves vs. magic
HP 45; Immunities fire; Resistances physical 5 (except silver), poison 5­­; Weaknesses holy 5
Speed 15 feet, fly 50 feet
Melee [one-action] mandibles +12 [+7/+2] (finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan filthDivine Innate Spells DC 17; 5th translocate; 4th translocate (at will); 2nd invisibility (at will; self only), summon animal (swarm creatures only); Cantrips (2nd) message
Rituals DC 17; 1st diabolic pact
Cocytan Filth (disease, virulent) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 3 (1 day)Diabolic Eye [three-actions] (divine) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again.Sneak Attack The zebub's Strikes deal an additional 1d6 precision damage to off-guard creatures.

Free the Captives! (Easier Difficulty)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87
Recall Knowledge DC 20 • Fiend (Religion)
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Free the Captives! (Standard Difficulty)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87
Recall Knowledge DC 20 • Fiend (Religion)
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

ZebubCreature 3

Small Devil Fiend Unholy 
Source Monster Core 2 pg. 98
Recall Knowledge DC 18 • Fiend (Religion)
Perception +12; greater darkvision
Languages Diabolic, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1
AC 18; Fort +8, Ref +10, Will +8; +1 status to all saves vs. magic
HP 45; Immunities fire; Resistances physical 5 (except silver), poison 5­­; Weaknesses holy 5
Speed 15 feet, fly 50 feet
Melee [one-action] mandibles +12 [+7/+2] (finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan filthDivine Innate Spells DC 17; 5th translocate; 4th translocate (at will); 2nd invisibility (at will; self only), summon animal (swarm creatures only); Cantrips (2nd) message
Rituals DC 17; 1st diabolic pact
Cocytan Filth (disease, virulent) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 3 (1 day)Diabolic Eye [three-actions] (divine) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again.Sneak Attack The zebub's Strikes deal an additional 1d6 precision damage to off-guard creatures.

Free the Captives! (Harder Difficulty)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87
Recall Knowledge DC 20 • Fiend (Religion)
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Zebub (2)Creature 3

Small Devil Fiend Unholy 
Source Monster Core 2 pg. 98
Recall Knowledge DC 18 • Fiend (Religion)
Perception +12; greater darkvision
Languages Diabolic, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1
AC 18; Fort +8, Ref +10, Will +8; +1 status to all saves vs. magic
HP 45; Immunities fire; Resistances physical 5 (except silver), poison 5­­; Weaknesses holy 5
Speed 15 feet, fly 50 feet
Melee [one-action] mandibles +12 [+7/+2] (finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan filthDivine Innate Spells DC 17; 5th translocate; 4th translocate (at will); 2nd invisibility (at will; self only), summon animal (swarm creatures only); Cantrips (2nd) message
Rituals DC 17; 1st diabolic pact
Cocytan Filth (disease, virulent) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 3 (1 day)Diabolic Eye [three-actions] (divine) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again.Sneak Attack The zebub's Strikes deal an additional 1d6 precision damage to off-guard creatures.

Engage the Hellknights!

ImpCreature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

Engage the Hellknights! (Easier Difficulty)

Hellknight Armiger (2)

ImpCreature 1

Tiny Fiend Unholy 
Source Monster Core pg. 206
Recall Knowledge DC 15 • Fiend (Religion)
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +9 [+5/+1] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4–1 piercing plus imp venomDivine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

Engage the Hellknights! (Standard Difficulty)

Hellknight Armiger (2)

Engage the Hellknights! (Harder Difficulty)

Hellknight Armiger (3)

Shelyn's Corner

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