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ImpCreature 1

Source Pathfinder Bestiary
Perception +7 (greater darkvision)
Languages Common, Infernal, Telepathy (touch)
Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2

AC 17; Fort +5; Reflex +9; Will +7;
HP 15
Speed 20 feet (fly 30 feet)
Immunities fire
Weaknesses Good 3
Resistances Physical 3, Poison 5

Stinger One Action +9 (+5, +1) to hit (agile, evil, finesse, magical) 1d4-1 Piercing + 1d4 Evil

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy (Touch) (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Diabolic Healing One Action (concentrate, divine, healing, necromancy)

Frequency once per round.

Effect The imp regains 1d6 Hit Points.

Imp Venom (poison)

Saving Throw DC 16 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Clumsy 1 (1 round)

Stage 2 1d6 poison damage, clumsy 1, and Slowed 1 (1 round)

Infernal Temptation One Action (concentrate, divine, enchantment, evil, fortune)

Frequency once per day.

Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted.

If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by Wish or similar magic.

Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

Divine Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Detect Magic
1st Level: Charm, Detect Alignment (At Will) (Good Only)
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Read Omens

Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master's soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.

Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.