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Thread: Critters III! Now also in 5e!

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    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Default Re: Critters III! Now also in 5e!

    running behind, so todays critter posts may bleed into tomorrow

    Paralegal Imp
    Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
    Hit Dice: 3d8 (13 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +3/-2
    Attack: Sting +7 melee (1d4-1 plus poison)
    Full Attack: Sting +7 melee (1d4-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell Like Abilities
    Special Qualities: DR 5/ Good or Silver, Dark Vision 60 ft., Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
    Skills: Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Profession (Lawyer) +4, Search +7, Sense Motive +3, Spellcraft +7
    Feats: Dodge, Weapon Finesse
    Environment: Nine Hells
    Organization: Solitary or Team (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: 4-6 HD (Small)
    Level Adjustment: ---

    "Why no your honor my client is not a goat sacrificer, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."

    "My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

    "My client did NOT have relations with that woman."

    Paralegal Imps may be contracted with to serve as an attorney for mortals and Devils alike. Some other Outsiders use them as well, as they are known for getting the job done (if not always honestly).

    Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom. Save DC is Con based and includes a +2 Racial Bonus.

    Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (see Spell Compendium) (DC 14)
    1/day: Suggestion (DC 15)
    1/week: Commune
    Caster Level 6, Save DC's are Charisma Based.

    Lawyer (Su): You have become pretty good at assessing people's guilt. Gaze, 30 ft., Will Save DC 13 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp. Save DC is Charisma Based.

    Skills: Paralegal Imps are extensively trained in the Laws of various peoples and may always Take 10 on a Knowledge: Local check when it deals with the laws.

    Combat: A Paralegal Imp is made for intellectual combat, not physical, It will use it's powers to cheat on court cases if it can, but most will flee from combat.



    Paralegal Imp
    "And now with a little luck we can get back to doing our show."

    Sneaky Little...

    "Don't look now, but we have company."

    "Greetings. Are you the mortal entities known as Harlan Jurgens and Jim?"

    "Who's asking?"

    "I'm Filthy Ratman, from the High Court of the Pit."

    "You're a lawyer?"

    Surprisingly 'Good' Lawyers

    "No, I'm a process server. You are hereby served."

    "Who could be suing us?"

    "We did just participate in a massive inter-cult brawl, and unleashed a being of nigh infinite cosmic power."

    "Lord Beelzebub is having you prosecuted for interfering in the lawful actions of a registered Gawd's religion. Please report to the court with your attorney within the next 7 days."
    Last edited by Bhu; 2023-07-16 at 04:42 PM.
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