Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, orange-skinned nuisance.
Garchimacera (CR 4)
AC 19, touch 16, flat-footed 14 (+4 dex, +1 dodge, +3 natural, +1 size)
hp 45  (6d10+12); Fast Healing 3
Fort +4, Ref +9, Will +7
DR 5/good or silver; Immune Fire, Poison; Resist Ice 10, Wind 10
Speed 20 ft., Fly 50 ft. (good)
Melee 2 Claws +11 (1d6+1), Sting +11 (1d4+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 6th; Concentration +8)
Str 12, Dex 19, Con 14, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +25, Knowledge (arcana, planes) +11, Perception +10, Spellcraft +11, Stealth +12
Language Common, Infernal
Sting—injury; save Fort DC 17; 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)
Once per day, the garchimacera may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the garchimacera must make a Will save (DC 13) 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)
Garchimaceras are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, garchimaceras gain a +4 circumstance bonus to Stealth.