ability_mods:
cha_mod: 2
con_mod: 0
dex_mod: 4
int_mod: 1
str_mod: -1
wis_mod: 2
ac: 17
ac_special: null
automatic_abilities: null
description: Imps are infiltrators and corruptors who, despite their diminutive stature,
are more than capable of subtly influencing a weak-willed individual into performing
increasingly evil acts over time. An imp will often agree to serve a mortal and
act docile and loyal in a long-term plot to eventually damn its master's soul to
Hell. Imps are born directly from Hell itself, rather than from mortal souls, and
thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue
their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants,
flying out of reach and turning invisible to escape should the odds turn against
them.
divine_spells: null
hp: 15
immunities:
- fire
innate_spells:
- level: 4
name: read omens
- frequency: at will, self only
level: 2
name: invisibility
- frequency: at will, good only
level: 1
name: charm
- frequency: at will, good only
level: 1
name: detect alignment
- frequency: constant
level: 1
name: detect magic
items: null
languages:
- Common
- Infernal
level: 1
melee:
- action_cost: One Action
damage:
formula: 1d4-1 plus 1d4 evil and imp venom
type: piercing
name: stinger
to_hit: 9
traits:
- agile
- evil
- finesse
- magical
name: Imp
perception: 7
proactive_abilities:
- action_cost: One Action
description:
- **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
name: Change Shape
traits:
- concentrate
- divine
- polymorph
- transmutation
- action_cost: One Action
description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit Points.'
name: Diabolic Healing
traits:
- concentrate
- divine
- healing
- necromancy
- description: '**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)'
name: Imp Venom
traits:
- poison
- action_cost: One Action
description: '**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.'
name: Infernal Temptation
traits:
- divine
- concentrate
- enchantment
- evil
- fortune
ranged: null
resistances:
- amount: 3
type: physical (except silver)
- amount: 5
type: 'poison '
saves:
fort: 5
ref: 9
will: 7
saves_special:
fort: null
ref: null
will: null
senses:
- greater darkvision
skills:
Acrobatics: 7
Athletics: 6
Deception: 7
Religion: 5
skills_special: null
speed:
- amount: 20
type: Land
- amount: 30
type: Fly
spell_attack_to_hit: null
spell_dc: null
traits:
- LE
- Tiny
- Devil
- Fiend
type: Creature