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 | Stinger: +9 / +5 / +1 agile, Black, finesse, magical Damage: Piercing and [1d4| Black] damage plus Imp Venom |
Special Abilities | Change Shape(concentrate, divine, polymorph, transmutation)
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) Diabolic Healing (concentrate, divine, healing, necromancy) Frequency once per round. Effect The imp regains Hit Points. Infernal Temptation (divine, concentrate, enchantment, evil, fortune) Frequency once per day. Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. |
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 |