Companions and Familiars: I

1 companions and familiars, from Imp to Imp.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Imp

Imp

Familiar

le devil fiend 

Alignment An imp must be lawful evil

Required Number of Abilities 8

Granted Abilities darkvision, flier, manual dexterity, resistance (fire and poison), skilled (deception), speech, touch telepathy

Imp Invisibility Once per hour, your imp familiar can cast 2nd-level invisibility on itself as a divine innate spell.

Alter Gigaibeil [>] (concentrate, divine, enchantment, evil, fortune) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

Advanced Player’s Guide, page 147.

Open in the interactive list

ABCDEFGHIJKLMNOPQRSTUVWXYZ