Larger 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)
AC 20, touch 16, flat-footed 14 (+5 dex, +1 dodge, +4 natural)
hp 60  (8d10+16); Fast Healing 4
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)
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
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.