Filch
| Filch | Imp, 2nd-Level Monk |
| Tiny Outsider (Extraplanar,Evil,Lawful) | |
| Hit Dice: | (3d8)+(2d8)+15 (48 hp) |
| Initiative: | +6 |
| Speed: | 20 ft. (4 squares), Fly 80 ft. |
| Armor Class: | 25 (+2 size, +6 Dex, +5 natural, +2 misc) touch 20, flatfooted 19 |
| Base Attack/Grapple: | +4/-3 |
| Full Attack: | Longbow (Tiny)+12ranged(1d4/x3); Sting+12melee(1d4+1); |
| Attack: | Longbow (Tiny)+12ranged(1d4/x3); Sting+12melee(1d4+1); |
| Face/Reach: | 2 ft./0 ft. |
| Special Attacks/Qualities: | All Automatic Proficiencies, All Martial Weapon Proficiencies, Alternate Form (Su), Combat Reflexes, Evasion (Ex), Fast Healing (Ex), Flight Maneuverability (Perfect), Flurry of Blows (Ex), Monk AC, Fast Movement (Ex), Monk Weapon Proficiencies, Outsider Proficiencies, Outsider Traits, Poison (Ex), Resistance To Fire (Ex), Stunning Fist, Damage Reduction 5/Good or Silver, Darkvision (60 ft.), |
| Saves: | Fort: +9, Ref: +12, Will: +8 |
| Abilities: | Str 12, Dex 22, Con 16, Int 15, Wis 14, Cha 15 |
| Skills: | Appraise +2; Balance +8; Bluff +2; Climb +1; Concentration +3; Craft (Untrained) +2; Diplomacy +8; Disguise +2; Escape Artist +14; Forgery +2; Gather Information +4; Heal +2; Hide +20; Intimidate +2; Jump -3; Knowledge (Arcana) +8; Knowledge (History) +5; Knowledge (Local) +8; Knowledge (Nobility and Royalty) +5; Listen +8; Move Silently +12; Ride +6; Search +8; Sense Motive +2; Spot +8; Survival +8; Swim +1; Tumble +10; Use Rope +6; |
| Feats: | Air Heritage, Weapon Finesse Combat Reflexes, Simple Weapon Proficiency, Stunning Fist Improved Unarmed Strike |
| Proficiencies: | Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kama, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sai, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Spear, Spells(Ray), Spiked Armor, Sting, Sword (Bastard), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer |
| Challenge Rating: | 4 |
| Alignment: | Lawful Evil |
| Level Adjustment: | - |
Languages: Celestial, Draconic, Infernal (AKA Abyssal 2.0)
Possessions: Arrow (Tiny); Longbow (Tiny); Potion of Cure Light Wounds;
Innate Spell-Like Abilities:
detect good (at will)
detect magic (at will)
invisibility (at will, self only)
suggestion (DC 15 vs Will (save negates), Range: 40′, Duration: 1 hour/level, SR: Yes, Freq: 1/day)
commune (Casting Time: 10 minutes, Duration: 12 minutes or 6 questions)
Special Attacks / Qualities
Alternate Form (Su) Filch can change into a boar and a rat.
Evasion (Ex) If subjected to an attack that allows a Reflex save for half damage, you take no damage on a successful save.
Fast Healing (Ex) You regain 2 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
Flurry of Blows (Ex)
Fast Movement (Ex)
Outsider Traits Outsiders breathe but do not sleep/eat (though they can if they wish). Outsiders’ souls and bodies are one unit so cannot be restored to life by spells that restore souls to a body (requires a different effect such as a Wish or True Resurrection).
Poison (Ex) Injury, Fortitude DC 14, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Resistance To Fire (Ex) You may ignore 5 points of Fire damage each time you take Fire damage
FEATS
Air Heritage ~ Improve fly speed +30, +2 Jump and Balance
Combat Reflexes ~ You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Improved Unarmed Strike ~ You are considered to be armed even when unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Simple Weapon Proficiency ~ You make attack rolls with simple weapons normally.
Stunning Fist ~ 2/day you may stun an opponent with a carefully placed unarmed attack. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 14), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Weapon Finesse ~ With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
