Devil, Imp

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Imp CR 2

XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE

AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OFFENSE

Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)

Constantdetect good, detect magic
At willinvisibility (self only)
1/dayaugury, suggestion (DC 15)
1/weekcommune (6 questions, CL 12th)

STATISTICS

Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Familiar Service

Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master’s soul—and as many collateral souls as possible—faces damnation upon death.

ECOLOGY

Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they’ve been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

Infernal Sacrifice

As a placation to their tiny egos, imps favor small, bloody sacrifices that suggest their summoner’s willingness to do evil. Those who offer a heart cut from the breast of a still-living dove gain a +2 bonus on Charisma checks made to summon an imp.

Variants

Imp Consular One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.

An imp consular can be summoned via the Improved Familiar feat by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Variant: Imp, Dream (CR 2)

[Source]

Dream imps often appear distracted, and daydreaming is common. When they use their power to merge the waking and dreaming worlds, however, their minds gain a crystal clarity and focus that is reflected on their countenances. Dream imps serve dark slumbering deities.

They despise the waking world and seek to put the whole of the world to sleep.

Type/Subtype Native subtype replaces the imp’s devil and extraplanar subtypes.

DR 5/good or piercing, this replaces an imp’s DR 5/good or silver.

Soothing Gaze (Su)

Any creature within 20 ft. that meets the imp’s gaze must succeed on a Will save (DC 13) or take a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects for as long as it remains within range. A new save is required each round until the creature either fails or is no longer within range. A dream imp can suppress or resume this ability as a free action anytime during a round. After 1 hour of complete rest, soothed characters are no longer soothed.

This ability replaces the imp’s suggestion spell-like ability.

Waking Dream (Su)

As a standard action, a dream imp can cause the area within 100 ft. of its position to become hazy and dreamlike; it can also suppress this ability as a standard action. This effect penetrates solid objects and even crosses the boundary with the Ethereal Plane. Distances and speeds in the affected area become hard to judge. Bright areas seem dark, and dark areas appear to have some hazy illumination. Colors blend into one another in strange and unpredictable ways, and creatures seem to take on the features of objects or other creatures. Every other creature in the affected area takes a –4 penalty on all attack rolls, checks, and saves as long as it remains in the area.

A creature outside the area taking any action that would affect creatures within or on the other side of the area also takes a –4 penalty on any associated roll or check.

Waking dream is an illusion (figment) effect with no save, but creatures that are immune to illusion effects are immune to this effect. True seeing and similar effects allow a creature to act in the affected area without taking the penalty. Dream imps are immune to the penalties caused by their own waking dream and those of other dream imps.

This ability replaces the imp’s invisibility spell-like ability.

Poison Sting

Form: injury; save: Fort DC 13; frequency: 1/round for 6 rounds; effect: sleep (unconscious) for 2d4 hours; cure: 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

This replaces an imp’s normal poison special attack.

Environment any (Dream) (replaces an imp’s any (Hell)

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