Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.Īn imp consular can be summoned via the Improved Familiar feat by a spellcaster of 8th level or higher. Imp Consular 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. Those who offer a heart cut from the breast of a still-living dove gain a +2 bonus on Charisma checks made to summon an imp. Infernal SacrificeĪs a placation to their tiny egos, imps favor small, bloody sacrifices that suggest their summoner’s willingness to do evil. 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. 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). Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. 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. 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. Organization solitary, pair, or flock (3–10)īorn 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. 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. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. The save DC is Constitution-based, and includes a +2 racial bonus. Sting-injury save Fort DC 13 frequency 1/round for 6 rounds effect 1d2 Dex cure 1 save. SQ change shape ( boar, giant spider, rat, or raven, beast shape I) Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7 Init +3 Senses darkvision 60 ft., detect good, detect magic, see in darkness Perception +7ĪC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)ĭR 5/good or silver Immune fire, poison Resist acid 10, cold 10 Any equipment the imp wears or carries is invisible with it.LE Tiny outsider ( devil, evil, extraplanar, lawful) Contents 1 Etymology 2 History 2. They are usually described as lively and having small stature. The attendants of the devil are sometimes described as imps. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Imps are often described as troublesome and mischievous more than seriously threatening or dangerous, and as lesser beings rather than more important supernatural beings. 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. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The imp has advantage on saving throws against spells and other magical effects. Magical darkness doesn't impede the imp's darkvision. It reverts to its true form if it dies.ĭevil's Sight. Any equipment it is wearing or carrying isn't transformed. Its statistics are the same in each form, except for the speed changes noted. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Senses darkvision 120 ft., passive Perception 11 Skills Deception +4, Insight +3, Persuasion +4, Stealth +5ĭamage Resistances cold bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
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