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Monsters

id256
NameDevil:Imp
SizeAndTypeTiny Outsider (Evil, Lawful)
HitDice3d8 (13)
Initiative+3 (Dex)
Speed20 ft., fly 50 ft. (perfect)
ArmorClass18 (+2 size, +3 Dex, +3 natural)
AttacksSting +8 melee
DamageSting 1d4 and poison
FaceAndReach2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacksSpell-like abilities, poison
SpecialQualitiesDamage reduction 5/silver, SR 5, poison immunity, fire resistance 20, see in darkness, polymorph, regeneration 2
Saves_Fort3
Saves_Ref6
Saves_Will4
AbilitiesStr 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
SkillsHide +15, Listen +5, Move Silently +5, Search +5, Spellcraft +5, Spot +5
FeatsDodge, Weapon Finesse (sting)
ClimateAndTerrainAny land and underground
OrganizationSolitary
ChallengeRating_Value2
TreasureNone
AlignmentAlways lawful evil
Advancement4-6 HD (Tiny)
Description

Imps speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: detect good, detect magic, and invisibility (self only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.

Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.

Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.