Imp
An imp is a mythological being similar to a fairy or demon, frequently described in folklore and superstition.
Imps are usually described as mischievous more than seriously threatening, and as lesser beings rather than more important supernatural beings. The attendants of the devil are sometimes described as imps. They are usually described as lively and having small stature.
Imps are sometimes described as fond of music, and capable of being charmed into making a promise to aid, and “do good” in that manner through music—though there is always likely to be some mischievous trick to be attached to the barter.
Imps were the common name given to familiar spirits that served witches in the Middle Ages. Imps were usually kept inside artifacts such as gemstone pieces or vials and summoned for service by magics. An example of such an imp is one that was supposedly under the service of the alchemist Paracelsus.
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Devil, Imp
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
Family: Devils
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Special Traits
- Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
- Devil’s Sight: Magical darkness doesn’t impede the imp’s darkvision.
- Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.
Actions
- Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- Invisibility: The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Familiar. This creature is an option for spellcasters using the find familiar spell.
Imp
Imp | |
Tiny outsider (Evil, Extraplanar, Lawful) | |
Hit Dice | 3d8 (13 hp) |
Initiative | +3 |
Speed | 20 ft. (4 squares), Fly 50 ft. (perfect) |
Armor Class | 20 (+2 size, +3 Dexterity, +5 natural), touch 15, flat-footed 17 |
Base Attack/Grapple | +3/–5 |
Attack | Sting +8 melee (1d4 plus poison) |
Full Attack | Sting +8 melee (1d4 plus poison) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | Poison, spell-like abilities |
Special Qualities | Alternate form, damage reduction 5/good or silver, Darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 |
Saves | Fort +3, Ref +6, Will +4 |
Abilities | Strength 10, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 14 |
Skills | Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) |
Feats | Dodge, Weapon Finesse |
Environment | A lawful evil-aligned plane |
Organization | Solitary |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 4–6 HD (Tiny) |
Level Adjustment | — (Improved Familiar) |
Combat
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.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities:
- At will—detect good, detect magic, invisibility (self only);
- 1/day—suggestion (DC 15).
Caster level 6th.
The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.