Atlas Rules Resources Adventures Stories FAQ Search Links
Blue Impby Jamie Baty
Tiny Outsider (Extraplanar, Good)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +8 (+8 Dex)
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armour Class: 24 (+2 size, +8 Dex, +4 natural), touch 20, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Bite -2 melee (1d3 -4)
Full Attack: Bite -2 melee (1d3 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cluttered Minds, cold Resistance 15, darkvision 60ft., divine grace, fire resistance 15, harp of timestop, immunity to mind-affecting spells, outsider traits, tongues
Saves: Fort +10, Ref +17, Will +12
Abilities: Str 3, Dex 26, Con 13, Int 22, Wis 16, Cha 24
Skills: Diplomacy +16, Escape Artist +12, Gather Information +14, Hide +16, Knowledge (the planes) +13, Listen +10, Move Silently +11, Sense Motive +11, Spot +10, Survival +6, Tumble +12
Environment: Planes dominated by the Sphere of Matter
Challenge Rating: 2
Alignment: Always lawful good
Advancement: by character level
Level Adjustment: +4 (cohort)
This is a small but very intelligent creature from the Sphere of Matter. It is a one foot tall humanoid with two feathery wings in the back, a faint golden aura over its head, and pearly blue skin. The blue imp often wears a translucent white robe or tunic.
Whenever a red imp attempts to corrupt a victim, a blue imp is likely to appear to save the victim's soul. It will imitate the face of the victim and attempt to use its charm abilities to undo those of the red imp. If it fails, it follows the victim everywhere, trying to convince him to come to his senses, constantly arguing with the red imp. This arguing helps keep the red imp from strengthening its hold on the victim, and helps keep the victim from having a moment's peace- usually the victim will get aggravated and get rid of both imps. This, to a blue imp, is a success, as it has managed to thwart the red imp and save the victim's soul- even if the victim doesn't realize it.
Blue imps are nothing if not persistent. If attacked they will escape with a dimension door and comes back later. They do not rest until they undo the charms of the red imp. Once this is done, the imps will disappear and cannot bother the victim again.
Blue imps oppose red imps for no other reason than to save the souls of the red imps' victims and prevent the spread of Entropy. Unlike red imps that do their deeds in order to become fiends, blue imps expect nothing in return for their service, although some benevolent immortals transform them into archons. This is rare however, as the most loyal and dedicated blue imps are constantly needed to thwart the red imps.
Blue imps are very, very distantly related to the fey imps. Many eons ago, two groups of fey imps left their natural existence to join a larger philosophical battle. Blue imps decided to align themselves with the powers of good and the red imps aligned with the forces of Entropy. Over time, these imps were changed by their planar existence- losing what were their fey roots and becoming outsiders. Now one would be hard pressed to see any connection between blue imps and the fey imps.
Blue imps a pacifistic and will not attack any creature. They will try to dimension door to safety, and if that is impossible, will summon their tiny harp to cast timestop in order to escape.
Spell-like Abilities (Sp): 1 day: charm monster; 3/day: dimension door; at will: invisibility, telekinesis. Caster Level 12th.
Cold Resistance (Ex): A blue imp has Cold Resistance 15.
Cluttered Minds (Su): When a blue imp manages to start an argument with a red imp, any creature (including the red imp) within earshot must succeed on a DC 20 Concentration check in order to cast spells, use some skills (such as Knowledge) or undertake any action that requires concentration or general peace and quiet.
Divine Grace (Su): A blue imp applies his Charisma modifier (if positive) as a bonus on all saving throws (included above).
Fire Resistance (Ex): A blue imp has Fire Resistance 15.
Harp of Timestop (Sp): As a free action, a blue imp can summon a tiny harp, which when played, casts a timestop spell. Playing the harp requires a standard action. The caster level of the harp is CL 20. If the blue imp is killed, the harp disappears.
Immunity to Mind-Affecting Spells (Ex): A blue imp has immunity to all mind-affecting effects and spells (charms, compulsions, phantasms, patterns, and morale effects).
Tongues (Su): All blue imps can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.
Blue Imps as Characters
A blue imp's favoured class is sorceror. Blue imp shamans may choose two of the following domains: Charm, Good, or Protection.