Shadow Imp (CR 1/2 )
N Tiny Outsider
Init: +6; Senses: darkvision 60 ft, low-light vision, Spot +2
Languages: Common

AC 16, touch 14, flat-footed 14
(+2 size, +2 Dex, +2 natural)
HD 1d4 (4 hp)
Fort +1 Ref +5 Will +1

Speed 5 ft. (1 square), fly 60 ft. (perfect).
Melee Dagger +2 (1d4-4, x2)
Space 2.5 ft; Reach 0 ft.
Base Atk +0; Grp -12
Atk Options Weapon finesse
Spell-Like Abilities (CL 1): At will- comprehend languages, invisibility (self only), mending. 1/day- detect undead (DC 12 + spell level)

Abilities Str 3, Dex 15, Con 10, Int 14, Wis 11, Cha 6
SQ Spell-like abilities
Feats Improved Initiative, Weapon Finesse
Skills Hide +16, Search +6, Spot +2
Environment: Plane of Shadow
Organization: Solitary, family (2-4) or pack (9-12)
Treasure None
Advancement: None
Level Adjustment -

Shadow imps are native creatures from the Plane of Shadow. They appear as tiny fae-like creatures similar to little devils. They have smooth, black skin with small bat-like wings, small horns and thin tails. If slain, a shadow imp will vanish in a cloud of darkness as per the darkness spell but with a duration of only 1d6 minutes in a 10 ft. radius. They can sometimes be summoned through a special spell by arcane spellcasters to be used as messengers, spies or scouts.

A shadow imp is one foot in height and weighs four pounds. They speak the Common tongue as well as their own language.

Racial Bonus Shadow imps receive a +4 racial bonus on their Hide checks (already figured into the above statistics).

Combat
Shadow imps are far too small to be effectively used in combat and will never engage in melee preferring to fly away or become invisible.