Name | Imp |
---|---|
Sorted Name | Imp |
Family | Devil |
Size and Type | Tiny Outsider (Evil, Extraplanar, Lawful) |
Hit Dice Count | 3 |
Hit Dice | 3d8 (13 hp) |
Random Hit Points | 3d8 - 0 |
Initiative | +3 |
Speed | 20 ft. (4 squares), fly 50 ft. (perfect) |
Armor Class | 20 (+2 size, +3 Dex, +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, fire resistance 5 |
Saves | Fort +3, Ref +6, Will +4 |
Abilities | Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 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 |
Challenge Rating | 2 |
Organization | Solitary |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 4-6 HD (Tiny) |
Level Adjustment | - (Improved Familiar) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Imp; CR 2; Tiny outsider (evil, extraplanar, lawful); HD 3d8; hp 13; Init +3; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 20 (+2 size, +3 dex, +5 natural), touch 15, flat-footed 17; Base Atk +3; Grp -5; Atk +8 melee (1d4 plus poison, sting); Full Atk +8 melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 5; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills and Feats: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); Dodge, Weapon Finesse |
Imp
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds. CombatImps 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 Dex, secondary damage 2d4 Dex. 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Sting +8 melee (1d4 plus poison), or Sting +8 melee (1d4 plus poison)
feats: DODGE, WEAPON FINESSE, ,