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Imp Ear of Hell

Imp Ear of Hell
Imp, Ear of Hell – AI Generated Artwork – NightCafe Creator

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Not even considered worthy of the name “devil,” these lowly creatures are forced to make their own way through Hell. The Ears of Hell are those imps who have managed to find a powerful patron among the Courtiers of Perdition, and they strive to make their wretched lives somehow worthwhile to that master, in the hopes of great reward.

The Ears of Hell are in constant competition with devils, which have the advantage of being devils true. Even so, the Ears often manage to make themselves useful. Since they are not bound by the same laws that govern actual devils, they can make their abusive presence known on the Prime much easier. Many an Ear of Hell has become an infernal spy upon a foolhardy mage that desired a familiar. And so, the Ears shuttle information back to their dread masters in Perdition, keeping them informed of the happenings of the Prime Material.

Imp, Max HD (Imp Ear of Hell)
Tiny outsider (Evil, Extraplanar, Lawful)
Hit Dice9d8+18 (58 hp)
Initiative+10 (+6 Dexterity, +4 Improved Initiative)
Speed20 ft., Fly 50 ft. (perfect)
Armor Class23 (+6 Dexterity, +5 natural, +2 size), touch 18, flat-footed 16
Base Attack/Grapple+9/+2
AttackSting +17 melee (1d4+1 and poison)
Full AttackSting +17 melee (1d4+1 and poison)
Space/ Reach2 ½ ft. /0 ft.
Special AttacksPoison, spell-like abilities
Special QualitiesAlternate form, Darkvision 60 ft., damage reduction 5/good or silver, fast healing 2, immunity to poison, resistance to fire 5.
SavesFort +8, Ref +12, Will +8
AbilitiesStrength 13, Dexterity 23, Constitution 14, Intelligence 13, Wisdom 15, Charisma 16
SkillsBluff +15, Diplomacy +17, Gather Information +15, Hide +26, Listen +14, Move Silently +18, Sense Motive +14, Spellcraft +13, Spot +14
FeatsFlyby Attack, Improved Initiative, Virulent Poison, Weapon Finesse
EnvironmentThe Nine Hells of Perdition
OrganizationSolitary
Challenge Rating5
TreasureNone
AlignmentLawful Evil
AdvancementN/A

Poison (Ex): Initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. DC 20 negates. The save DC is Constitution-based, and includes a +2 racial bonus.

Spell-like Abilities:

Alternate Form (Su): An Imp Ear of Hell may assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself, except that the Ear of Hell does not regain hit points for changing form, and an individual Ear can only assume up to 5 different forms, no larger than Large in size. Common forms include small humanoids, dire wolves, dire boars, rats, ravens, and monkeys.

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