Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to damn its master’s soul to Hell eventually. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore: DC 13 Specific Lore: DC 10 | |
Perception | +7 greater darkvision |
Languages | Common, Infernal; telepathy (touch) |
Skills | Acrobatics +7 , Arcana +6 , Deception +7 , Religion +5 |
STR -1 , DEX +4 , CON +0 , INT +1 , WIS +2 , CHA +2 | |
AC | 17 |
Saving Throws | Fort +5, Ref +9, Will +7 |
HP | 15 - Immunities Fire - Weaknesses Green 3 - Resistances physical 3 (except silver), poison 5 |
Speed | 20 feet, fly 30 feet |
Melee | ![]() |
Special Abilities | ![]()
![]() Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 Poison and clumsy 1 (1 round Stage 2 Poison damage, clumsy 1, and slowed 1 (1 round) ![]() ![]() |
Spells | Divine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will, self only 1st charm, detect alignment (at will, good only Constant (1st) detect magic |