Absorber Imp

Absorber Imp

Absorber Imp

13th AGE

These demons eat spells only to spit them back at you! The bane of wizards everywhere.

Level 3 controller [Demon]

Initiative: +7

Bite bite bite! +11 vs. AC—6 damage

R: Mana burn +8 vs. PD—10 force damage

Spell Eater: If the imp is the target of an arcane spell (a wizard’s spell, sorcerer’s spell, etc) then it may save (11+) and if successful it absorbs part of the spell. The spell counts as missing (and does any miss effect including damage). The GM records the to-hit roll and the effect the spell would have had if it had hit. The imp can store the spell and use it as an attack as a standard action using the to-hit roll of the caster and using the effect of the spell (though any damage is halved). Such an attack provokes, even if the original ‘stored’ attack would not. If the spell eater fails a save to absorb a spell it can not attempt to store any further spells this battle.

R: Spell spew (as per the original attack roll)—as per the original effect but any damage is halved.

Flight: The imp can fly, though not far - its tiny wings reduce the fight to a series of long hopping jumps.

AC 19

PD 13 HP 45

MD 17

PATHFINDER

Absorber Imp CR 3

XP 800

CE Tiny outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses darkvision 60 ft., sense magic; Perception +8

DEFENSE

AC 16, touch 14, flat-footed 14; (+2 Dex, +2 natural, +2 size)

HP 16 (3d10); Fast Healing 2

Fort +1, Ref +5, Will +4

DR 5/obsidian; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weakness dispelling vulnerability 

OFFENSE

Speed 20 ft.; Fly 40 ft (poor)

Melee bite +7 (1d3-1), 2 claws +7 (1d3-1)

Space 2 1/2 ft.; Reach 0 ft.

Special Attacks 

TACTICS

During Combat

Morale

STATISTICS

Str 9, Dex 15, Con 11, Int 6, Wis 11, Cha 10

Base Atk +3; CMB +3; CMD 12

Feats Combat Casting, Weapon Finesse

Skills Bluff +6, Fly +6, Spellcraft +4, Stealth +16 (+20 in shadowy areas), Perception +5; Racial +4 Stealth in shadowy areas

SQ absorb spells, consume magic, steal enchantment

Languages Abyssal, Common; Telepathy (touch)

ECOLOGY

Environment any (Abyss)

Organization solitary

Treasure standard

SPECIAL ABILITIES

Absorb Spells (Su) Absorber imps have the ability to absorb any spell cast within 60 ft of them, with the exception of dispel magic, as an immediate action. The spell fails to take effect and is instead stored in the absorber imp. The absorber imp can then cast the spell as though it were the original caster, choosing all variables of the spell with a caster level equal to its hit dice. An absorber imp can hold a number of total spell levels equal to its hit dice, usually 3. This can be in any combination (3 first level spells, 1 first level spell and 1 second level spell, or 1 third level spell). The absorber imp can store these spells indefinitely. Someone can tell what spells are stored in an absorber imp with Spellcraft check with a DC of 20 + the total level of the spells stored in the absorber imp.

Consume Magic (Su) Absorber imps can consume magic they have stored to heal themselves. As a swift action, an absorber imp can sacrifice a stored spell to heal 1d6 per level of the spell consumed.

Dispelling Vulnerability (Su) The only spell an absorber imp cannot absorb is dispel magic. If targeted by a dispel magic, they take 1d4 points of damage per two caster levels.

Sense Magic (Su) Absorber imps can detect magical auras within 60 ft of them. Otherwise this functions as the spell arcane sight.

Steal Enchantment (Su) Once per round as an immediate action an absorber imp can steal the enchantment from a weapon that strikes it. The weapon becomes non-magical for one round, while the absorber imp’s natural weapons gain all of the enchantments of the weapon including enhancement bonus and special abilities such as flaming.

SAVAGE WORLDS

Abilities: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d8, Taunt d6
Pace: 6, Parry: 5, Toughness: 4
Special Abilities:
* Absorb Enchantment: When an Absorber Imp touches a magic item of any kind, it disenchants the item and takes on the effects of the enchantment itself.
* Absorb Spells: Any spell that targets an Absorber Imp is absorbed by the imp. The Absorber Imp can release the spell at any time after the imp has absorbed it, using the original casting skill check result for resolving all of the spell's effects (as if the original caster had cast it).
* Flight: The Absorber Imp has a Flying Pace of 6 squares, with a Climb of 3 squares.
* Immunity (Magic): The Absorber Imp is immune to magic of any kind. 
* Natural Weapons: Claw (Str+d4).
* Size-1
* Weakness (Obsidian): The Absorber Imp suffers double damage from Obsidian.

SWORD & WIZARDRY

Absorber Imp
Hit Dice/HP: 1d6+1 / 4hp
Armor Class: 8 [12]
Attacks: 2 claws (1d4/1d4)
Combat Movement: 30', flying 20'
Special: Absorb Enchantment, Absorb Spells, Immune to Magic
Saving Throw: 12
Alignment: Chaos
Challenge Level/XP: 2/24
Immune to Magic: Absorber Imps cannot be harmed by magic of any kind. Spells have no effect against them. Enchanted weapons gain no bonus to attack or damage against them. Potions have no effect on them.
Absorb Enchantment: An absorber imp disenchants any magic item that come into contact with it. The enchantment is then transferred to the imp itself. A flaming sword (for example) so disenchanted would become a normal sword and the imp would then be wreathed in flames, but not consumed. Curses may also be so transferred.
Absorb Spells: Any spell cast in the absorber imp's presence is consumed harmlessly by the imp. The absorber imp can release the spell at any time after it has absorbed it, and may potentially store spells forever if unused.
One Weakness: Absorber imps may not touch obsidian. The volcanic glass consumes and destroys them on contact.

O.S.R.I.C.

Absorber Imp
Frequency: Very Rare
No. Encountered: 1 imp + 1d4 minions
Size: Small
Combat Movement: 30', flying 20' (AA: level III)
Armor Class: 8
Hit Dice/HP: 1d6+1 / 4hp
Attacks: 2 claws
Damage: 1d4/1d4
Special Attacks: Absorb Enchantment, Absorb Spells
Special Defenses: Immune to Magic
Lair Probability: Nil
Intelligence: Very
Alignment: Chaotic Evil
Level/XP: 2 / 20+1/hp
Immune to Magic: Absorber Imps cannot be harmed by magic of any kind. Spells have no effect against them. Enchanted weapons gain no bonus to attack or damage against them. Potions have no effect on them.
Absorb Enchantment: An absorber imp disenchants any magic item that come into contact with it. The enchantment is then transferred to the imp itself. A flaming sword (for example) so disenchanted would become a normal sword and the imp would then be wreathed in flames, but not consumed. Curses may also be so transferred.
Absorb Spells: Any spell cast in the absorber imp's presence is consumed harmlessly by the imp. The absorber imp can release the spell at any time after it has absorbed it, and may potentially store spells forever if unused.
One Weakness: Absorber imps may not touch obsidian. The volcanic glass consumes and destroys them on contact.