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Devil, Imp Class

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

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. 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. 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.

Alignment: Any lawful, normally evil

Hit Die: d10.

Class Skills

The imp’s class skills are Acrobatics (Dex), Bluff, Craft (Int), Fly, Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes), Perception (Wis), Sense Motive, Spellcraft and Stealth (Dex).

Skill Ranks per Level: 6 + Int modifier.

Table: Imp

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Feat, +2 Dex, +2 Int, +2 Cha, Resistance acid 5, cold 5, Damage Reduction 1/good or silver, sting (1d4), change shape (rat, or raven, beast shape I), Lesser Powers
2nd +2 +0 +3 +3 +2 Dex, +1 Natural Armor, fast healing 1, change shape (boar, rat, or raven, beast shape I)
3rd +3 +1 +3 +3 Feat, +2 Dex, +2 Wis, +2 Cha, Resistance acid 10, cold 10, Damage Reduction 5/good or silver, fast healing 2, sting (1d4 plus poison), change shape (boar, giant spider, rat, or raven, beast shape I), Greater Powers

Class Features

All of the following are class features of the Imp.

Weapon and Armor Proficiency

An imp has proficiency with all simple and martial weapons, but not with armor or shields

Senses: darkvision 60 ft., see in darkness

Languages: Common, Giant

Speed: 20 ft., fly 50 ft. (perfect)

Space 2-1/2 ft.; Reach 0 ft.

Immune: fire, poison

Spell-Like Abilities (Caster Level = 3+Racial Level)

Lesser: At will—detect good, detect magic
1/day—invisibility (self only)
1/week—augury, suggestion

Greater: Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion
1/week—commune (6 questions, CL 12th)

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.

Fast Healing (Ex)

A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

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