Pathfinder 2 easy Library

NOW SEARCHING

IMP

CREATURE 1

LE

TINY

DEVIL

FIEND

Recall Knowledge (fiend) Religion DC 15

Perception +7; greater Darkvision

Languages Common, Infernal; aura, divination, magical)" data-content="

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.

" >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, Ref +9, Will +7

HP 15; Immunities fire; Weaknesses good 3; Resistances physical 3 (except silver), poison 5

Speed 20 feet, fly 30 feet

Melee stinger +9 / +5 / +1 (agile, evil, finesse, magical), Damage 1d4–1 piercing plus 1d4 evil and

Divine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will, self only); 1st charm, detect alignment (at will, good only); Cantrips (1st) detect magic

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. (concentrate, divine, polymorph, transmutation)

Diabolic Healing (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 and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

Infernal Temptation (divine, concentrate, 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.

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.