Imp (3.5e Creature)

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Imp
Size/Type: tiny monstrous humanoid
Hit Dice: 1d8 -1 (3 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 16 (+4 dex, +2 size), touch 16, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Shortsword +4 (1d3 -2) or bite +4 (1d3 -2 + poison) or tail +4 (1d4 -2 + poison/x3).
Full Attack: Shortsword +4 (1d3 -2) or bite +4 (1d3 -2 + poison) or tail +4 (1d4 -2 + poison/x3).
Space/Reach: 2 ft/0 ft
Special Attacks: Spell-like Abilities, poison (primary damage 1d4 dexterity, secondary paralysis for 3d12 minutes, save dc 15 + imp's constitution modifier [14]).
Special Qualities: Uncanny speed (+4 initiative, +8 on all movement based skills, +4 reflex, can never be caught flatfooted), Darkvision 120 ft.
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 6, Dex 18, Con 9, Int 8, Wis 10, Cha 11
Skills: Hide +20, Move Silently +12, Spot +4, Listen +4, Jump +10
Feats: Weapon Finesse
Environment: Bas'Mera, Mountains of the Sun, Southern Rytha
Organization: solitary, pair, nest (3-9) pack (10-23) or nest (8-45 +90% noncombatants)
Challenge Rating: 1
Treasure: average.
Alignment: usually Chaotic Neutral.
Advancement: by character class.
Level Adjustment: +1


Littleimp john olsen 01.jpg

A tiny, gray skinned creature with vestigial horns and a tail leaps at you, it's tail flailing towards your face as it slashes with a tiny blade.

Imps are mischievous little beings that lurk in dark, secluded places and ambush larger creatures.

Combat[edit]

Imps are stealthy and quick, and can usually get the drop on their foes. Although slightly dull-witted, they are crafty, and have a shrewd sense of what they can handle. They will only attack other creatures if they are fairly certain they can take it down, otherwise they will follow it and wait for backup.

  • Spell-like Abilities: 3/day: Invisibility. caster level 3. save dc is charisma based.



Back to Main PageDungeons and DragonsCampaign SettingsRytha and Bas'Mera, The Silver Lands.

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