"A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air."
Small but insidious devils often bound to the service of sorcerers and wizards, Imps have a gleeful attraction to pranks, riddles, and bawdy jokes.
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
Not to be confused with quasits or mephits.
Traits[]
Imp[]
- Outsider 3
- Lawful evil
- Abilities: STR 10, DEX 17, CON 10, INT 10, WIS 12, CHA 14
- Hit Points: 13
- Saves: Fortitide 3, Reflex 6, Will 4
- AC: 20
- AB: +8
- Damage: 1d4 piercing, critical 20/x2, on hit poison: Imp venom - DC13, initial - 1d4 dexterity damage, secondary - 2d4 dexterity damage (sting)
- Skills ranks: Hide 14, Listen 6, Move Silently 6, Diplomacy 6, Search 6, Spellcraft 6, Spot 6
- Feats: Weapon Proficiency (creature), Dodge, Weapon Finesse, Darkvision
- Damage reduction 5/good and alchemical silver
- Immunity to poison
- Damage Resistance to fire 5/-
- Regeneration 2
- Can cast Magic Missile (caster level 5) and Invisibility (caster level 6) once per day
- CR 2
Summoned imp[]
A stronger imp can be summoned by Lesser Planar Binding. This version has following differences:
- Outsider 5
- Hit Points: 25 out 20; spawns with current HP being above maximum
- Saves: Fortitide 4, Reflex 7, Will 5
- AB: +10
- CR 4