137 lines
3.6 KiB
YAML
137 lines
3.6 KiB
YAML
ability_mods:
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cha_mod: 2
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con_mod: 0
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dex_mod: 4
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int_mod: 1
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str_mod: -1
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wis_mod: 2
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ac: 17
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ac_special: null
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automatic_abilities: null
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description: Imps are infiltrators and corruptors who, despite their diminutive stature,
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are more than capable of subtly influencing a weak-willed individual into performing
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increasingly evil acts over time. An imp will often agree to serve a mortal and
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act docile and loyal in a long-term plot to eventually damn its master's soul to
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Hell. Imps are born directly from Hell itself, rather than from mortal souls, and
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thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue
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their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants,
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flying out of reach and turning invisible to escape should the odds turn against
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them.
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divine_spells: null
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hp: 15
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immunities:
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- fire
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innate_spells:
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- level: 4
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name: read omens
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- frequency: at will, self only
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level: 2
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name: invisibility
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- frequency: at will, good only
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level: 1
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name: charm
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- frequency: at will, good only
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level: 1
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name: detect alignment
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- frequency: constant
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level: 1
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name: detect magic
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items: null
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languages:
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- Common
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- Infernal
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level: 1
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melee:
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- action_cost: One Action
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damage:
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formula: 1d4-1 plus 1d4 evil and imp venom
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type: piercing
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name: stinger
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to_hit: 9
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traits:
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- agile
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- evil
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- finesse
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- magical
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name: Imp
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perception: 7
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proactive_abilities:
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- action_cost: One Action
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description: <ul><li>**Boar **size Medium; scent (imprecise) 30 feet; **Speed **40
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feet; **Melee **tusk +9 (finesse), **Damage **1d10–1 piercing</li><li>**Giant
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Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (finesse,
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poison), **Damage **1d6–1 piercing plus 1d4 poison</li><li>**Rat **scent; **Speed
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**20 feet; **Melee **jaws +9 (agile, finesse), **Damage **1 piercing</li><li>**Raven
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**scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (finesse), **Damage
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**1 piercing</li></ul>
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name: Change Shape
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traits:
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- concentrate
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- divine
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- polymorph
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- transmutation
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- action_cost: One Action
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description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit Points.'
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name: Diabolic Healing
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traits:
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- concentrate
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- divine
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- healing
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- necromancy
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- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage
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1** 1d6 poison and clumsy 1 (1 round); **Stage 2** 1d6 poison damage, clumsy 1,
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and slowed 1 (1 round)'
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name: Imp Venom
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traits:
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- poison
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- action_cost: One Action
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description: '**Frequency** once per day. **Effect** The imp offers a non-fiend
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within 15 feet a bargain, granting a boon of good luck if the creature accepts.
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The boon lasts for 1 hour once accepted. If the creature dies while the boon is
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in place, its soul travels to Hell, where it is bound for eternity and unable
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to be raised or resurrected except by *wish* or similar magic. Once during the
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hour, the creature can roll an attack roll or saving throw twice and use the higher
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result.'
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name: Infernal Temptation
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traits:
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- divine
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- concentrate
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- enchantment
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- evil
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- fortune
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ranged: null
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resistances:
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- amount: 3
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type: physical (except silver)
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- amount: 5
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type: 'poison '
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saves:
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fort: 5
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ref: 9
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will: 7
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saves_special:
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fort: null
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ref: null
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will: null
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senses:
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- greater darkvision
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skills:
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Acrobatics: 7
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Athletics: 6
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Deception: 7
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Religion: 5
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skills_special: null
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speed:
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- amount: 20
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type: Land
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- amount: 30
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type: Fly
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spell_attack_to_hit: null
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spell_dc: null
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traits:
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- LE
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- Tiny
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- Devil
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- Fiend
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type: Creature
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