CREATURE 1
Perception +7; greater darkvision
Languages Common, Infernal; telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1 Dex +4 Con +0 Int +1 Wis +2 Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Immunities fire; Weaknesses good 3
Speed 20 feet, fly 30 feet
Melee stinger +9 (agile, evil, finesse, magical), Damage 1d4-1 piercing plus 1d4 evil and imp venom
Divine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will, self only); 1st charm, detect alignment (at will, good only); Cantrips (1st) detect magic
Change Shape (concentrate, divine, polymorph, transmutation)
Diabolic Healing (concentrate, divine, healing, necromancy) Frequency once per round; Effect The imp regains 1d6 Hit Points.
Imp Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
Infernal Temptation (divine, concentrate, 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.
Bestiary, page 87.
Open Imp in the interactive creatures list or browse all creatures starting with I.