Imp

CR 2 (XP 600)

  • Tiny Outsider (Devil, Evil, Extraplanar, Fiend, Lawful) Lawful Evil
  • Initiative +3 Languages Infernal, Telepathy 100 ft.
  • Senses Low-Light Vision, Darkvision 60 ft., Perception +4
  • Hit Points 22  (3 HD)   DR 5/good or silver
  • Immune Fire, Poison Resist Acid 10, Cold 10
  • Armor ClassAC 15+3 Dexterity
    +2 Size
      TouchT 15   Flat-FootedFF 12   CMDCMD 11
  • Saves Fort +4   Ref +4   Will +5
Str 10 (+0)
Dex 17 (+3)
Con 10 (+0)
Int 10 (+0)
Wis 12 (+1)
Cha 14 (+2)
SkillBonus
Acrobatics +6
Arcane Lore +3
Deception +5
Insight +4
Perception +4
Persuasion +5
Stealth+8 Size bonus +14
Theology +3

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.

Special Abilities

  • Aligned Weapons

    A devil’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.

  • Alternate Form (Su)

    As a standard action, an imp can assume the form of a raven, a rat, or a tiny monstrous spider.

  • Poison (Ex)

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

  • See in Darkness (Su)

    Devils can see perfectly in darkness of any kind, even magical darkness.