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Imp - CR: 2
SizeTiny
TypeOutsider (Evil, Extraplanar, Lawful)
Hit Dice3d8 (27 hp)
Speed20'; Fly 50' (perfect)
AbilitiesStr 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Special QualitiesAlternate Form, DR 5/good or silver, Darkvision 60', Fast Healing 2, Fire Resistance 5, Immune to Poison,
EnvironmentThe Nine Hells of Baator
OrganizationSolitary
TreasureNone
AlignmentLE
Advancement4-6 HD (Tiny)
Level Adjustment- (Improved Familiar)
Skills
Diplomacy +8, Knowledge (the planes), Perception +7, Spellcraft+6, Stealth +13, Survival +1 (+3 following tracks)
Feats
Dodge, Weapon Finesse
Combat
Initiative+3
Armor Class (AC)AT 6 (40) [+3 base, +2 size, +3 dex]; Flat-footed 6 (10)
Base Attack+15%/-25%
Full AttackSting +40% (max Medium) plus poison
Space/Reach2 1/2 ft./0 ft.
Special AttacksPoison, Spell-like Abilities
SavesFort +3, Ref +6, Will +4
Description
Poison (Ex): Sting - Injury; Fort DC 13; Frequency 1/round for 6 rounds; Effect 1d2 Dex; Cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Spell-like Abilities (Ex): At will - Detect Good, Detect Magic, Invisibility (self only 1/day - Suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

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.

Created by

MrListeningGuy.

Statblock Type

Monster

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