Imp Minion (3-4)Creature 2
Source Pathfinder Society Scenario #7-01: Intro to the Year of Battle's Spark: Enough is Enough
Perception +0 (darkvision)
Languages none
Skills
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
AC 0; Fort +0; Reflex +0; Will +0;
HP 1
Speed 0 feet
Stinger
+11 (+7, +3) to hit (agile, finesse, magical, unholy) 1d6+3 PiercingImps are fiendish infiltrators and corrupters who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually get their master killed or damn their soul. Imps are born directly from the Outer Planes themselves, rather than from mortal souls, and thus they serve outside any fiendish hierarchies, granting them leeway to pursue their specialties. Despite standing a mere 2 feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
MinionMinions are creatures that directly serve another creature. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain the effect; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. You can have a maximum of four minions under your control.
A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.