3e SRD:Devil, Imp

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Imp[edit]

Size/Type: Tiny Outsider (Evil, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+2 size, +3 Dex, +3 natural)
Attacks: Sting +8 melee
Damage: Sting 1d4 and poison
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, see in darkness, polymorph, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +15, Listen +5, Move Silently +5, Search +5, Spellcraft +5, Spot +5
Feats: Dodge, Weapon Finesse (sting)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Tiny)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: detect good, detect magic, and invisibility (self only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.

Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.

Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).



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