Size:
Tiny
Type:
Fiend
Form:
winged biped
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 20'
Climb/Arboreal:
± 25
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 tail stinger (1d4 + poison)
Circumstance: Combat
1d4 + poison
Special
Shapeshifter
Can change at-will into the form of a massive spider, raven, or giant rat, all with a devilish look. In its other forms it cannot use its poison attack.
Special
Darkvision
60 feet range in all forms.
Special
Poison Stinger
Those struck must save vs. Poison or die suffering tremendous pain. Only available in natural form.
Special
Detect Magic
At-will.
Special
Invisibility
At-will.
Special
Charm Person
Once per day (as a 7th-level Magic-user).
Special
Immunities
Immune to poison, cold, fire, and electrical attacks.
Special
Magic Resistance
+4 bonus on all saving throws against magic (including wands).
Special
Weapon Resistance
Silver or magical weapons or spells are required to strike an imp.
Special
Regeneration
So long as it has at least 1 HP remaining, it regenerates 1 HP each round; if reduced below 1 HP an imp will die like any other creature.
Environments
planar
Diminutive, dark, bat-winged humanoid with a poisonous tail stinger
An Imp is a diminutive, dark, bat-winged humanoid standing about 2 feet tall with a dagger-like tail stinger. It is able to change at-will into the form of a massive spider, raven, or giant rat, all with a devilish look. In all forms the imp has Darkvision with a range of 60 feet.
In its natural form, an imp attacks with its poisonous stinger; those struck must save vs. Poison or die suffering tremendous pain. In its other forms it cannot use its poison attack.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
"1 bite, 1 tail, or 1 weapon"
"1-3, 1-3, or 3-6"
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
planar
Offense
Tail Attacks
Circumstance: Combat
1d4+poison (See below)
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
25%
Special
Polymorph Self
The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal's natural attacks.
Special
Poison Tail
In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.
Special
Immunities
Immune to normal melee and missile weapons. Only silver and +1 or better magical weapons can damage them. Also immune to cold, fire, and electrical attacks.
Special
Detect Good
As the 2nd level magic user spell, usable at will.
Special
Detect Magic
As the 1st level magic user spell, usable at will.
Special
Invisibility
As the 2nd level magic user spell, usable at will.
Special
Suggestion
Once per day, an imp can cast a suggestion (as the 3rd level magic user spell).
Special
Commune
Once per week it can commune with the lower planes (6 questions maximum, otherwise as the 5th level cleric spell).
Special
Familiar Benefits
Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25-ft of the imp, the former gains the Imp's 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately loses four ability levels.
Small devil formed from soul worms, serving evil priests or sorcerers as familiars
Imps are formed from soul worms, created by archdevils to spread evil through service to a lawful evil priest or sorcerer. They are very rarely encountered on the Prime Material Plane, but are commonly seen in the lower planes. They have only average intelligence, but in their role as familiars they are able to rely on the knowledge of their archdevil master.
Imps are created with the innate ability to polymorph self. The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal's natural attacks. In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.
When serving as a familiar to an evil magic user or cleric, the Imp imparts the following benefits to its master: Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25-ft of the imp, the former gains the Imp's 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately l
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e
Diminutive, dark, bat-winged humanoid with a poisonous tail stinger
An Imp is a diminutive, dark, bat-winged humanoid standing about 2 feet tall with a dagger-like tail stinger. It is able to change at-will into the form of a massive spider, raven, or giant rat, all with a devilish look. In all forms the imp has Darkvision with a range of 60 feet.
In its natural form, an imp attacks with its poisonous stinger; those struck must save vs. Poison or die suffering tremendous pain. In its other forms it cannot use its poison attack.
Basic Fantasy Field Guide Omnibus
Small devil formed from soul worms, serving evil priests or sorcerers as familiars
Imps are formed from soul worms, created by archdevils to spread evil through service to a lawful evil priest or sorcerer. They are very rarely encountered on the Prime Material Plane, but are commonly seen in the lower planes. They have only average intelligence, but in their role as familiars they are able to rely on the knowledge of their archdevil master.
Imps are created with the innate ability to polymorph self. The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal's natural attacks. In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.
When serving as a familiar to an evil magic user or cleric, the Imp imparts the following benefits to its master: Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25-ft of the imp, the former gains the Imp's 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately l
OSRIC