Imp

Imp
Level 3 (+2)
"Yeah, I had an Imp once. Couldn't get the damn thing to shoot straight in its words or in a fight, so I traded it in for a cat familiar. Then it ate the cat."
——Galzorin Halverbauk, Wild Mage of the Windy Forest
The imp is possibly the most well-known of the devils by mortals. They are often summoned by wizards and sometimes clerics for their knowledge of darker things. They are mischievous and wicked, their features matching their cruel dispositions.
Awareness
17
Senses
Devilsight
Initiative
17/1d8
Hitpoints: 21
Healing Value: 4
Resilience: +3
Morale
1
AC
16/18
Touch
15
Fort
14
Reflex
15
Will
14
Defenses
Resistances: Weapon (5/overcome by silver & good), Fire (Imm), Caustic (5), Cold (5). Immune to Disease, Poisons & Toxins.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
12 / 14
DEX
17 / 19
CON
13 / 15
INT
10 / 11
WIS
15 / 16
CHA
12 / 13
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+7 vs AC (ArN 2)
Tail Sting  [Poison]
1d6 + 3 (avg 7) Piercing damage
Melee Reach 1ft • One creature
The Imp jabs its tail at a victim, attempting to inject it with demonic poisons. On a hit, the target suffers ongoing 5 Necrotic damage every 10 segments [SE, ST 3d10 vs CON]
1d6 + 1 (avg 5) Piercing damage
Grapple -3
Special Attacks (3 AP)
+7 vs AC (ArN 0)
Flyby Attack  • Basic
1d6 + 3 (avg 7) Piercing damage
Melee Reach 1ft • One creature
The Imp moves up to his Fly speed, making an attack at any point during the movement. This movement does not grant an Opportunity to the target of the attack. On a hit, the target suffers ongoing 5 Necrotic damage every 10 segments [SE, ST 3d10 vs CON].
Change Form  [Supernatural] • Basic • Pot 1d4+3, MR No
The Imp can take on the form of a Small or Medium Spider, Raven, Rat, or Boar. When it does, it loses its Sting ability and gains the Natural Weapons of its new form. It retains all other stats and abilities from its true form.
+4 vs Will
Wicked Will [1/rest]  [Magical, Mind-Affecting] • Basic • Pot 1d4+3, MR Yes
Range 50ft • One creature within range
The Imp sends forth a wave of confusing and insisting demands into an enemy's mind. On a hit, the target is Dominated [SE, ST 3d10 vs WIS].
+4 vs Will
Implant Lies [Limit 1/day]  [Magical, Mind-Affecting] • Advanced • Pot 1d8+3, MR Yes
Range 30ft • One creature within range
The imp psychically imparts mind-altering lies into its victim. On a hit, the Imp may make a powerful suggestion for a creature to follow. The suggestion must be conveyed in two sentences or less, and cannot bring direct harm to the target or its allies (such as jump off a cliff or attack your companions). Hostile targets may make a Saving Throw [4d10 vs WIS] once per round to attempt to shake off the effects. Non-hostile creatures follow the suggestion until the task is completed or one hour has past (whichever comes first).
Immediate Actions
Mask Presence  [Supernatural] • Basic • Pot 1d4+3, MR No
Immediate Action
The Imp becomes Invisible, gaining Superior Concealment against the visual sense of all creatures. If the Imp attacks another creature, it immediately becomes visible.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
20 ft
Fly
40 ft
Overland Movement
40 mi/day
Qualities
  • Devil Resistance: Immunity to Fire. Damage Reduction to Weapon Damage (5/overcome by silver & good), Caustic, and Cold. Immune to Disease and Poisons & Toxins.(inc)
  • Devilsight: Creatures with Devilsight can see through any Darkness, even that brought on by Supernatural or Magic effects.
  • Natural Armor: AC +1/+3 (inc)
Skills: Balance R1 (+5), Escape R2 (+6), Stealth R3 (+16), Listen R2 (+5), Spot R3 (+7), Infernal Arts R2 (+5), Charm R1 (+2), Deception R2 (+4), Manipulation R2 (+4), Aloofness R1 (+2), Intuition R2 (+5), Suspicion R2 (+5)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Infernal
Combat Training: Cast 1, Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +3, Brawn: -3
Equipment: None
Charm
+2
Coercion
0
Deception
+4
Manipulation
+4
Persuasion
+1
Aloofness
+2
Bravery
+1
Intuition
+5
Tolerance
+1
Suspicion
+5
Social
Composure: 14
Languages: Infernal, Common
Motives: Trick and harm mortals, corrupt souls
Prejudices:


    Characteristics

    Imps have thin, bony bodies with sharp joints, claws, hands and feet. Their faces have similarly sharp features that make them look jagged and slightly malformed. They fly around on tiny bat-like wings that look like they could not support their frames if not for how quickly they can beat them. Their skin color can range from all hues of the spectrum, but typically are found to be of darker colors such as purple, grey, and brown. They have high-pitched voices and cackle wildly at the misfortune of others, delighting in suffering.

    History

    Imps have been known as the heralds of mischief for quite some time, delighting in tormenting weaker creatures and mortals who are unaware of their existence. More than a few frightening bed time stories have been invented due to the meddling of Imps in the affairs of the common races. Imps have also been known to serve as liaisons between dark forces and their would-be summoners. Some Imps are even bound into servitude by powerful spell casters, and many seek just that, for it allows them access to the material plane so that they might cause harm to those who live there as well.

    Culture

    Imps are manipulative, cunning, nasty creatures and as such, have few friends. They rarely ever even partner with other imps, except briefly to mate, but such unions are very short lived. To other demons they are and irritating but necessary component of any demon force, being skilled spies and in some cases diplomats. Outside of their use to others, Imps do not have much of a culture, save that of menace and grief to others.