Actions/Abilities/Traits: (OSR)
Special
|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy
An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics).
Special
|Poison|See in Darkness|Telepathy
Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.
Special
|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy
You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Poison|See in Darkness|Telepathy
Sting - injury; save Death; frequency 1/round for 5 minutes; effect 1d2 Dexterity damage; cure 1 save.
Special
|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy
Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and 1d8 Poison damage; cure 2 consecutive saves.
Special
|Poison|See in Darkness|Telepathy
This creature can see perfectly in darkness of any kind, including that created by magical darkness.
Special
|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy
This creature can see perfectly in darkness of any kind, including that created by magical darkness.
Special
|Poison|See in Darkness|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Change Shape|Fast Healing|Poison|See in Darkness|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Action
"1 bite, 1 tail, or 1 weapon"
"1-3, 1-3, or 3-6"
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) Boar size Medium; scent (imprecise) 30 feet; Speed 40 feet; Melee tusk +9 (finesse), Damage 1d10-1 piercing Giant Spider size Medium; Speed 25 feet, climb 25 feet; Melee fangs +9 (finesse, poison), Damage 1d6-1 piercing plus 1d4 poison Rat scent; Speed 20 feet; Melee jaws +9 (agile, finesse), Damage 1 piercing Raven scent; Speed 10 feet, fly 40 feet; Melee beak +9 (finesse), Damage 1 piercing
Ability
Diabolic Healing
Frequency: once per round
Effect: The imp regains 1d6 Hit Points.
Ability
Divine Innate Spells
DC 17; 4th read omens; 2nd invisibility (at will, self only); 1st charm, detect alignment (at will, good only); Constant (1st) detect magic
Ability
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)
Ability
Infernal Temptation
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.
Offense
Melee
Circumstance: combat round (melee)
stinger +9 [+5/+1] (agile, evil, finesse, magical), Damage 1d4-1 piercing plus 1d4 evil and imp venom
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Language
Common
Infernal
telepathy (touch)
Perception
greater darkvision
Resistance
physical 3 (except silver)
poison 5
Weakness
good 3