Nethrakul, the malevolent imp, hails from the depths of the Nine Hells. In service to his master, the powerful horned devil Seraphexus, Nethrakul carries out a sinister mission: to corrupt mortal souls and convince them to sign contracts that grant power to Seraphexus. These contracts are forbidden, as they grant Seraphexus powers beyond his station. Nethrakul, driven by his insidious nature, has obtained stolen writs from the seductive succubus Astarothix, who relentlessly pursues him to reclaim what he has taken.
However, Nethrakul's existence is further complicated by the relentless pursuit of Belziron, a barbed devil, who has cunningly hidden himself within the guise of a rogue leader. Belziron is the leader of the nefarious syndicate, an infamous band of rogues who thrive on chaos and destruction. Unbeknownst to his fellow rogues, Belziron is secretly hunting Nethrakul, seeking to retrieve the stolen contracts and restore the balance within the Nine Hells.
Caught in a dangerous web of deception and pursuit, Nethrakul constantly looks over his shoulder, knowing that Astarothix and Belziron are closing in. To survive, he must employ his cunning and dark magic, manipulating unsuspecting mortals to further his master's agenda. In the shadows, Nethrakul plays a dangerous game of cat and mouse, his loyalty to Seraphexus tested and his survival hanging in the balance.
[small]
Hit Dice: 6d8 (27 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +6/-2
Attack: Sting +11 melee (1d6 plus poison)
Full Attack: Sting +11 melee (1d6 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +20, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse, Improved Natural Attack
Challenge Rating: 3
Alignment: Always lawful evil
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
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 15, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar. [small]
However, Nethrakul's existence is further complicated by the relentless pursuit of Belziron, a barbed devil, who has cunningly hidden himself within the guise of a rogue leader. Belziron is the leader of the nefarious syndicate, an infamous band of rogues who thrive on chaos and destruction. Unbeknownst to his fellow rogues, Belziron is secretly hunting Nethrakul, seeking to retrieve the stolen contracts and restore the balance within the Nine Hells.
Caught in a dangerous web of deception and pursuit, Nethrakul constantly looks over his shoulder, knowing that Astarothix and Belziron are closing in. To survive, he must employ his cunning and dark magic, manipulating unsuspecting mortals to further his master's agenda. In the shadows, Nethrakul plays a dangerous game of cat and mouse, his loyalty to Seraphexus tested and his survival hanging in the balance.
[small]
Imp
Size/Type:Tiny Outsider (Evil, Extraplanar, Lawful)Hit Dice: 6d8 (27 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +6/-2
Attack: Sting +11 melee (1d6 plus poison)
Full Attack: Sting +11 melee (1d6 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +20, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse, Improved Natural Attack
Challenge Rating: 3
Alignment: Always lawful evil
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
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 15, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar. [small]

