Imp (5e Race)
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|“||I may summon and feed them, but they are still nasty little buggers. Turncoats on a dime except for their sole master in Hell||”|
|From Sacred Texts|
The general description of imps are small-statured demons which are never very attractive in appearance. As lackeys, they do not have the clean or chiseled features of greater demons. Being mere minor servants to larger devils, imps usually take the shape of a small devil, with horns and pointed ears, and a pointed tail. The legs of an imp are bent backwards unlike the usual humanoids. Their skin is usually a fiery red to a dull brown, with yellow glowing eyes and sharp teeth. However, imps often conduct mischief under the guise of others. Their true form is scene often when their guard is left down. In their natural state, they prefer to wear almost nothing ever.
Imps are, unlike the common idea of the evil demons and devils, regarded as more or less nuisances to be dealt with. They are characteristically the mischievous troublemakers throughout history, playing pranks on humans by stealing children, cursing livestock, and making life harder than it has to be. They are created in the Nine Hells, where human souls go to be torn apart for their misdeeds. From the shreds of human soul matter, a lemure is born, void of anything resembling its former shape or mind. They usually remain this way until a greater archdevil declares it as his own property, giving it purpose and finding its use. It then becomes an imp. Imps serve as the servants for all the castes of Hell, themselves being among the lowest rungs. They thus get their licks in when they can on humans.
Originally promoted as battle fodder, imps who live beyond their use are often bullied by higher-level devils. Because of their ease to deal with compared to more powerful fiends, they are often summoned to the world of mortals to act as familiars for spellcasters. If the imp's summoner dies without dismissing the imp, or the summoner breaks any of the contract's rules, an imp will break the contract and psychic bond. In those cases, an imp may stay in the mortal world indefinitely and unchained, free to cause mischief. However, an imp's primary goal in contracts is to obtain the soul of a mortal, as the captured soul displays merit among other lesser devils. Some imps make contracts in exchange for souls to offer their earnings to the devils they serve, particularly any of the Lords of the Nine.
The true names of imps are kept as less of a secret than those of other devils, as they tend to welcome any summons to the mortal plane. Some accrue a variety of names to conceal their true name, using them to play with humans and wanna-be summoners. Their names are often derived from Infernal and are not divided by gender.
Names: Invidoo, Druzil, Cespenar
A small shapechanging fiend with a barbed, stinging tail.
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Age. Imps reach maturity at around 5 and live until they are killed in their home plane.
Alignment. Imps are strongly predisposed towards selfishness and are loyal to the hierarchy of the Nine Hells. Thus, they are almost always lawful evil, but a true neutral imp is not unheard of.
Size. Imps stand about 2 feet tall and average 8 pounds in weight. Your size is Small.
Speed. Your base walking speed is 25 feet.
Devil's Sight. Accustomed to the darkness of the lower planes, you have no problem seeing in darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. In addition, magical darkness doesn't affect your darkvision.
Hellborn Skills. Coming from the bowels of damnation, you pick up some tricks that make even a midget like you a threat. Choose one of the traits below:
- Fiendish Trickery. Being a lesser member of the hells, you have abilities that aid in your deceit. As an action, you can polymorph into a rat as per the polymorph spell and back into your true form as a bonus action. If you are reduced to 0 hit points in this form, you revert back into your true form. Any additional damage you take is transferred over. At 3rd level, you can additionally choose the form of a spider. At 5th level, you gain the additional form of a raven.
- Hellish Illusion. As a bonus action, you can magically turn invisible for 1 minute or until you attack, make a damage roll, or force someone to make a saving throw. You regain use of this trait, after you finish a long rest.
Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You cannot use this trait while polymorphed
Infernal Ancestry. Your creature type is fiend, instead of humanoid. Therefore, spells that normally affect humanoids such as hold person or crown of madness won't work on you. Additionally, you are resistant to fire damage.
Devil on the Shoulder. You commit deeds and use your small size to your advantage to remain hidden. You are proficient in the Stealth skill.
Languages. You can speak, read, and write Common and Infernal.
You grow to learn how to use your wings. You gain a flying speed of 40 feet. You cannot fly if you are wearing armor that you aren't proficient in.
Random Height and Weight
|1′ 10″||+1d4||5 lb.||× 1 lb.|
*Height = base height + height modifier