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Imp

Small devil formed from soul worms, serving evil priests or sorcerers as familiars

devil outsider lawful-evil familiar

OSRIC

OSRIC

Armor Class2
Hit Dice2+2
Number Encountered1
AttacksTail
Damage1d4+poison (See below)
Move60-ft; 180-ft flying (AA:V)
AlignmentLawful evil
IntelligenceAverage
XP7/275+3/hp
SizeSmall
FrequencyVery rare
LairNone

Imps are formed from soul worms, created by archdevils to spread evil through service to a lawful evil priest or sorcerer. They are very rarely encountered on the Prime Material Plane, but are commonly seen in the lower planes. They have only average intelligence, but in their role as familiars they are able to rely on the knowledge of their archdevil master.

Imps are created with the innate ability to polymorph self. The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal’s natural attacks. In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.

When serving as a familiar to an evil magic user or cleric, the Imp imparts the following benefits to its master: Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25-ft of the imp, the former gains the Imp’s 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately loses four ability levels.

Treasure: Imps normally possess no treasure of any kind. If encountered in their lair in the lower planes however, they might have a small hoard of 1d4×1,000 cp (25%) and 1d3×1,000 sp (20%).

Special Abilities

Polymorph Self: The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal’s natural attacks.
Poison Tail: In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.
Immunities: Immune to normal melee and missile weapons. Only silver and +1 or better magical weapons can damage them. Also immune to cold, fire, and electrical attacks.
Detect Good: As the 2nd level magic user spell, usable at will.
Detect Magic: As the 1st level magic user spell, usable at will.
Invisibility: As the 2nd level magic user spell, usable at will.
Suggestion: Once per day, an imp can cast a suggestion (as the 3rd level magic user spell).
Commune: Once per week it can commune with the lower planes (6 questions maximum, otherwise as the 5th level cleric spell).
Familiar Benefits: Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25-ft of the imp, the former gains the Imp’s 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately loses four ability levels.