These gray-skinned nuisance are larger and much older imps who lead hordes of demons in their commands. They seek more knowledge and power to bluster their reign.
Alberich (CR 9)
AC 24, touch 17, flat-footed 17 (+6 dex, +1 dodge, +7 natural)
hp 102  (12d10+36); Fast Healing 6
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune Blind, Fire, Poison; Resist Ice 10, Wind 10, Lightning 5
Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +18 (1d8+3), Sting +19 (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 12th; Concentration +16)
Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus (Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge (arcana, planes) +19, Perception +17, Spellcraft +19, Stealth +21
Language Common, Infernal
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the alberich must make a Will save (DC 15) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Alberichs are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, alberichs gain a +4 circumstance bonus to Stealth.