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Imp

ImpFiendish wings and a whipping scorpion-like tail lash behind this diminutive, reddish brown-skinned nuisance.

Imp (CR 1)

XP 400
LE Small Outsider (Devil, Extraplanar)
Init +3; Senses Detect good, detect magic, see in darkness; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 10 [15] (1d10+5); Fast Healing 1
mp 2
Fort +1, Ref +5, Will +4
Immune Fire, Poison; Resist Ice 5, Wind 5

OFFENSE

Speed 20 ft., Fly 50 ft. (good)
Melee 2 Claws +5 (1d4-1), Sting +5 (1d4-1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 1st; Concentration +3)

1st (DC 13) fire

STATISTICS

Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats Toughness*, Weapon Finesse
*Bonus Feat
Skills Acrobatics +7, Bluff +6, Fly +19, Knowledge (arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +7
Language Common, Infernal

SPECIAL ABILITIES

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.

Dancehall Daze (Su)

Once per day, the imp may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must make a Will save (DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).

Shadow Meld (Ex)

Imps are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, imp devils gain a +4 circumstance bonus to Stealth.