Mastermind Imp

Mastermind Imp
Level 13 Elite Lurker

Tiny Immortal Humanoid (Devil)
XP 1600
Initiative +16 ♦ Senses Perception +16; Darkvision
HP 102; Bloodied 51
AC 26; Fortitude 24, Reflex 26, Will 25
Saves +0
Resists Fire 20
Speed 4, Fly 7 (Hover)
Action Points None
Razor Talons (Standard, At-Will) ♦ Weapon
+18 vs AC; 2d6+4 damage
Tail Sting (Standard, At-Will) ♦ Weapon, Poison
+18 vs AC; 1d6+8 poison damage, and the target suffers 10 ongoing poison damage and is Weakened and Slowed (Save Ends Both). The Mastermiind Imp may then make a melee basic attack
Cut and Run (Free, At-Will) ♦ Teleport
When the Mastermind Imp attacks from Invisibility and hits, he may teleport 6 squares as a free action
Fade Away (Standard, At-Will) ♦ Illusion
The Mastermind Imp becomes invisible, and gains Phasing and Insubstantial until the end of its next turn, or until it attacks
Vanish (Immediate Reaction, Encounter) ♦ Illusion, Teleport
Triggers when first bloodied; Mastermind Imp uses Fade Away, and may teleport 6 squares as a free action
Bleed the Helpless (Passive, At-Will) ♦ None
Mastermind Imp’s Razor Talons attack deals +2d6 damage and gains a +2 bonus to hit if the target of the attack is Slowed or Weakened
Alignment Evil ♦ Languages Common, Supernal
Skills Bluff +13, Stealth +17
Str 15 (+8) Dex 23 (+12) Wis 18 (+10)
Con 15 (+8) Int 21 (+11) Cha 15 (+8)
Equipment None

Mastermind Imp

Sanction of the Athar ChainsawXIV