Devil, Imp

Tiny Outsider (Evil, Extraplanar, Lawful) — CR 2

Monster Manual v.3.5 (MM), p. 563.5
Hit Dice
3d8 (13 hp)
Initiative
+3
Speed
Land 20 ft
Armor Class
18, touch 15, flat-footed 15
Base Attack / Grapple
+3/-5
Attack
Sting +8 melee (1d4 plus poison)
Full Attack
Sting +8 melee (1d4 plus poison)
STR
8
DEX
17
CON
10
INT
10
WIS
12
CHA
14
Fort / Ref / Will
+3 / +6 / +4
Challenge Rating
2
Alignment
Always Lawful-Evil
Organization
Solitary
Treasure
None
Environment
Nine Hells of Baator
Level Adjustment
Caster Level
6

Special Abilities

PoisonSpell-Like AbilitiesDamage ReductionAlternate FormDarkvisionFast HealingImmunity to PoisonResistance to Fire

Feats

A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air.

Description

The scourge of humanity and the cosmos, devils are fiends from the Nine Hells of Baator, a lawful evil realm. Devils enjoy bullying those weaker than themselves and often attack good creatures just to gain a trophy or three. The most powerful devils occupy themselves with plots to seize power, wreck civilizations, and inflict misery upon mortals.

Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.

The most numerous devils are the baatezu, infamous for their strength, evil temperament, and ruthlessly efficient organization. Baatezu have a rigid caste system, in which authority derives not only from power but also from station. They occupy themselves mainly with extending their influence throughout the planes by corrupting mortals. Baatezu who further this goal are usually rewarded with improved stations.

Imps are insidious devils. They are often found serving lawful evil spellcasters as advisors and spies.

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

Combat

Imps 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.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

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 another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.