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Battle Imp

This tiny fey creature is surrounded by a body composed of stones and branches that form a mobile body the size of an orc. It moves with supernatural ease through the forest, hovering above the ground.

Battle Imp CR 11

XP 12,800
CG Medium fey
Init +7; Senses low-light vision; Perception +25


AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 153 (18d6+90)
Fort +11, Ref +18, Will +15
DR 10/cold iron; Immune fire


Speed 30 ft., fly 60 ft. (as spell)
Melee 2 slams +19 (1d8+9/19-20)
Ranged rock +15/+10 (1d8+13)
Spell-Like Abilities (CL 18th)

Constant--fly, telekinesis
At will--call lightning, summon swarm, tree shape
3/day--elemental body II, spike stones, wall of thorns


Str 6, Dex 24, Con 20, Int 28, Wis 18, Cha 21
Base Atk +9; CMB +18 (+20 trip); CMD 25 (27 vs. trip)
Feats Combat Expertise, Dazzling Display, Greater Feint, Improved Critical (slam), Improved Feint, Improved Trip, Shatter Defenses, Vital Strike, Weapon Focus (slam)
Skills Acrobatics +28, Bluff +26, Climb +30, Diplomacy +26, Disguise +26, Escape Artist +28, Fly +37, Knowledge (geography) +30, Knowledge (local) +30, Knowledge (nature) +30, Perception +25, Perform (oratory) + 26, Sense Motive +25, Stealth +28, Use Magic Device +26
Languages Aquan, Auran, Common, Druidic, Elven, Giant, Sylvan, Terran
SQ telekinetic mastery


Telekinetic Mastery (Su)

A battle imp has a constant telekinesis effect that allows him to use his Intelligence modifier in place of Strength. They can also hurl and catch rocks like giants.


Characters with ranks in Knowledge (nature) can learn more about a Battle Imp. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (nature)

DC Result
16 Battle imps wield an array of offensive magical powers. In fact, the stones and trees that form its overlarge body are essentially a projection of a constant telekinesis effect.
21 Most people know that battle imps are scared of fire because battle imps themselves spend a lot of their free time spreading that rumor so that people do not learn that they are actually immune to that energy.
26 Druids will keep in regular (meaning once a month) contact with local battle imps but will only call on them in times of most severe peril since the little bastards won’t shut up and rarely act logically.
31 Doing a favor for a battle imp will make it your friend for life. Attacking a battle imp, even by accident, causes the opposite effect.

Editor's Note

The Fly Skill appears to be in error:  It should be Fly +41.
(18 ranks + 3 Class + 7 DEX + 9 spell + 4 maneuverability)

GM's are encouraged to use this amount.