Outsiders

Paralegal Imp

  • Paralegal Imp
  • Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
  • Hit Dice: 3d8 (24 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', Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
  • Saves: Fort +3, Ref +6, Will +5
  • 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, Search +7, 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 rapist, 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."

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 (DC 14)
1/day: Suggestion (DC 15)
1/week: Commune (can ask 6 questions, Caster Level 12)
Caster Level 6, Save DC's are Charisma Based.

Lawyer (Su): You have become pretty good at assessing people's guilt. Gaze, 30', Will Save DC 13 negates, Discern Lies. 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.

Devilish Attorney

  • Devilish Attorney
  • Medium Outsider (Evil, Extraplanar, Lawful, Baatezu)
  • Hit Dice: 8d8+16 (80 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares)
  • Armor Class: 18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
  • Base Attack/Grapple: +8/+10
  • Attack: Slap +10 melee (1d3+2)
  • Full Attack: Slap +10/+5 melee (1d3+2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities, Unnerving Gaze
  • Special Qualities: Damage Reduction 5/Silver or Good, Dark Vision 60', Spell Resistance 18, Lawyer, Fire Resistance 5, Immune to Poison, Fast Healing 2
  • Saves: Fort +8, Ref +8, Will +8
  • Abilities: Str 15, Dex 15, Con 15, Int 15, Wis 15, Cha 15
  • Skills: Bluff +12, Diplomacy +12, Gather Information +12, Hide +12, Intimidate +12, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
  • Feats: Irresistible Gaze, Narrowed Gaze, Pervasive Gaze (see Savage Species)
  • Environment: Nine Hells of Baator
  • Organization: Solitary, Team (2-4), Firm (11-20)
  • Challenge Rating: 6
  • Treasure: Standard
  • Alignment: Always Lawful Evil
  • Advancement: 9-16 HD (Medium)
  • Level Adjustment: -

"Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from the attentions of the local Cleric of Pelor. He is…a vile man…"

"Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

If you find yourself in truly deep legal popie, a Paralegal Imp may not do. In these cases a full blown Devilish Attorney is needed. If one of these guys can't get you out of trouble, your only option after that is to hire Asmodeus himself…

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts (DC 14), Suggestion (DC 15), Charm Monster (DC 16)
1/day: Dominate Person (DC 17), Mind Fog (DC 17), Mass Suggestion (DC 18), Teleport
Caster Level 12

Unnerving Gaze (Su): Gaze, 30', Will Save DC 18 negates, Devilish Attorney gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour. Save DC is Charisma Based.

Lawyer (Su): Gaze, 30', Will Save DC 18 negates, Discern Lies. Save DC is Charisma based.

Summon Baatezu (Sp): Once per day the Devilish Attorney can attempt to summon 2d10 Paralegal Imps with a 50% chance of success, or 1 Devilish Attorney with a 35% chance of success. This is the equivalent of a 3rd level spell.

Combat: Devilish Attorneys are fond of saying that they're lovers, not fighters. If there's someone their Spell-Like Abilities wont put down, they'll flee.