Imp

Source: System Reference Document 5.0
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Imp

Tiny fiend (devil, shapechanger), lawful evil


Armor Class 13

Hit Points 10 (3d4+15)

Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances cold and bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire and poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Infernal and Common

Challenge 1 (200 XP)


Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (speed 20 ft., fly 60 ft.), or a spider (speed 20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn’t impede the imp’s darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions


Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Source: 5srd adaptation of Pathfinder Roleplaying Game Bestiary.

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.

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. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Source: 5srd adaptation of Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I.

As a placation to their tiny egos, imps favor small, bloody sacrifices that suggest their summoner’s willingness to do evil. Giving a heart cut from the breast of a still-living dove to an imp targeted by a planar binding spell increases the spell’s DC by 2.