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Devil, Imp

CR 2.00 Outsider LE Tiny HD 3
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

HP
16 (3d10); fast healing 2
AC
17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
Init
+3
Speed
20 ft., fly 50 ft. (perfect)
Fort
+1
Ref
+6
Will
+4
BAB
+3
CMB
+1
CMD
15
Melee
sting +8 (1d4 plus poison)
Space
2-1/2 ft.
Reach
0 ft.
DR
5/good or silver
str
10
+0
dex
17
+3
con
10
+0
int
13
+1
wis
12
+1
cha
14
+2

Weapons: Martial, Simple

change shape (boar, giant spider, rat, or raven, beast shape I)

Universal Monster Rules

Change Shape (boar, giant spider, rat, or raven, beast shape I) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, At will—Invisibility (DC 14), 1/day—Augury, 1/day—Suggestion (DC 15), 1/week—Commune
Details
Type
Outsider
Alignment
LE
Size
Tiny
Environment
any (Hell)
Organization
solitary, pair, or flock (3-10)
Treasure
standard
Senses
darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
Languages
Common, Infernal
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Augury (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Commune (Spell) — core content under OGL 1.0a
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