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EreshkigalLarger than your average imp these fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, purple-skinned nuisance are deadly.

Ereshkigal (CR 6)

XP 2,400
LE Medium Outsider (Devil, Extraplanar)
Init +5; Senses Detect good, detect magic, see in darkness; Perception +13


AC 20, touch 16, flat-footed 14 (+5 dex, +1 dodge, +4 natural)
hp 60 [96] (8d10+16); Fast Healing 4
mp 17
Fort +5, Ref +11, Will +9
DR 5/good or silver; Immune Blind, Fire, Poison; Resist Ice 10, Wind 10


Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +13 (1d8+2), Sting +13 (1d6+2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 8th; Concentration +12)

1st (DC 14) blind, fire, sleep
2nd (DC 15) fire II, poison, silence
3rd (DC 16) bio, blindga, fira, fire III, sleepga


Str 15, Dex 20, Con 15, Int 17, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 25
Feats Combat Casting, Dodge, Spell Penetration, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Fly +27, Knowledge (arcana, planes) +14, Perception +13, Spellcraft +14, Stealth +16
Language Common, Infernal


Poison (Ex)

Sting—injury; save Fort DC 18; 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 ereshkigal may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the ereshkigal must make a Will save (DC 14) 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)

Ereshkigals are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, ereshkigals gain a +4 circumstance bonus to Stealth.