D20:Imp Creature
[top]IMP
CR 2 | ||
---|---|---|
HP 13, hd3d8 Initiative +3AC 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-fooded 17 Fort +3, Ref +6, Will +4 Speed 20 ft. (4 squares), fly 50 ft. (perfect) Spot , Listen | ||
Standard attacks BAB +3, Grapple ?5 | ||
Attacks | ||
Full attack: Sting +8 melee (1d4 plus poison) | ||
Special Attacks/Qualities | ||
Poison, spell-like abilities | ||
Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 | ||
Skills Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) | ||
Feats Dodge, Weapon Finesse | ||
Str 10 Con 10 Dex 17 Int 10 Wis 12 Cha 14 | ||
Alignment Always lawful evil, Environment A lawful evil-aligned plane, Organisation Solitary |
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
[top]COMBAT
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp?s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Consitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will?detect good, detect magic, invisibility (self only); 1/day?suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su):An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. class="errata" |
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.
SEE WIKIPEDIA ENTRY: Imp
System Reference Document -> List of Creatures (SRD)
An imp?s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Consitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will?detect good, detect magic, invisibility (self only); 1/day?suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
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.
SEE WIKIPEDIA ENTRY: Imp
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: CR2 | Creature | D20 | Devil | Evil Alignment | Evil Subtype | Extraplanar Subtype | Fiend | LA- | Lawful Alignment | Lawful Evil-Aligned Plane | Lawful Subtype | Outsider Type | SRD | Tiny Size
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 10,278 Views |
, 05-20-2007 at 10:17 AM
Bookmarks