Imp
Creature 1Source: Monster Core pg. 206 · AoN ↗
common Tiny
Perception +7; darkvision
Languages Chthonian, Common, Daemonic, Diabolic, telepathy (touch)
Str -1 Dex +4 Con +0 Int +1 Wis +2 Cha +2
AC 17; Fort +5, Ref +9, Will +7
HP 15; Weaknesses holy 3; Resistances poison 3
Speed 20 feet, fly 30 feet
Melee ◆
stinger +9 (Agile, Finesse, Magical, reach 0 feet, Unholy), Damage 1d4–1 piercing plus imp venom
Divine Innate Spells DC 17
- Cantrips (1st)
Detect Magic
- 1st
Charm
- 2nd
Invisibility (at will; self only)
- 4th
Read Omens
Fiendish Healing ◆ (Concentrate, Divine, Healing, Vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.
Fiendish Temptation ◆ (Concentrate, Divine, Fortune, Unholy) 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 voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the <em>wish</em> ritual or similar magic.
Imp Venom (Poison)
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)