Imp CR 2
Always LE Tiny Outsider (Evil, Extraplanar, Lawful)Init ; Senses darkvision 60 ft.; Listen +7, Spot +7
Languages Common, Infernal
AC 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
hp 3d8 (13 hp); DR 5/good or silver
Fort Ref Will
Speed 20 ft. (4 squares), fly 50 ft. (perfect)
Space/Reach 2-1/2 ft./0 ft.
Base Atk +3; Grp −5
Melee sting ( plus poison)
Attack Options Poison, spell-like abilities
SQ Alternate form, DR 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Feats Dodge, Weapon Finesse
Skills Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Advancement 4–6 HD (Tiny)
Environment A lawful evil-aligned plane
Organization Solitary
Treasure None
Familiar list: Improved Familiar — Lawful evil, arcane caster 7th+
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. Con-based includes +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. Once per week can use commune to ask six questions (CL 12th).
Alternate Form (Su): As polymorph, into a monstrous spider, raven, rat, or boar.
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
Imps are craven, but not so timid as to pass up an opportunity for a kill when one presents itself. In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Open Game Content · Monster entry · Familiars · Improved Familiar.