Difference between revisions of "Imp"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(20 intermediate revisions by the same user not shown)
Line 4: Line 4:
 
| noapp = 1
 
| noapp = 1
 
| behaviour = servant
 
| behaviour = servant
| range = [[Abyss (plane)|Abyss]], [[Acheron (plane)|Acheron]], [[Ruin (range)|ruin]], [[Rural (range)|rural]], [[Urban (range)|urban]]
+
| range = [[Abyss (plane)|Abyss]], [[Hades (outer plane)|Hades]], [[Ruin (range)|ruin]], [[Rural (range)|rural]], [[Urban (range)|urban]]
 
| size = 2 ft. 5 in. tall
 
| size = 2 ft. 5 in. tall
 
| weight = 11½ lbs.
 
| weight = 11½ lbs.
Line 11: Line 11:
 
| HD = 2+2
 
| HD = 2+2
 
| AP = 5
 
| AP = 5
| THAC0 = 19
+
| stride = 6
 +
| THAC0 = 20
 
| hpdie = d3
 
| hpdie = d3
| attack = tail
+
| attack = '''1:''' [[Tail (attack)|tail]]
| dmg = 1–4
+
| dmg = tail (1–4)
| special = [[Commune (spell)|commune]], [[Detect Magic (spell)|detect magic]], [[Detect Malevolence (spell)|detect malevolence]],<br>[[Natural Immunities|immunities]], [[Invisibility (spell)|invisibility]], [[Weapon Immunities|magic or silver to hit]],<br>[[Magic Resistance|magic resistance]], [[Polymorph (spell)|polymorph]], [[Regeneration (spell)|regeneration]],<br>[[Saving Throws|save as 7th level]], [[Suggestion (spell)|suggestion]], [[Venom (sage study)|venom]]
+
| special = [[Detect Magic (spell)|detect magic]], [[Detect Malevolence (spell)|detect malevolence]],<br>[[Natural Immunities|immunities]], [[Invisibility (spell)|invisibility]], [[Weapon Immunities|magic or<br>silver to hit]], [[Magic Resistance|magic resistance]],<br>[[Polymorph Self (spell)|polymorph]], [[Regeneration (spell)|regeneration]],<br>[[Saving Throws|save as 7th level]], [[Suggestion (spell)|suggestion]],<br>[[Telepathy|telepathy]], [[Venom (sage study)|venom]]
 
}}
 
}}
 +
Imps are minor [[Demon|demons]] with limited physical strength but an impressive array of [[Natural Abilities|natural abilities]] that make them highly dangerous despite their small size. These abilities, coupled with their cunning, allow imps to be formidable foes when underestimated. They are most commonly encountered as [[Familiar|familiars]], bound to serve a [[Mage (class)|mage]] or another powerful figure. Imps rarely, if ever, manifest on the [[Prime Material (inner plane)|Prime Material]] independently; their presence is almost always tied to their service under a master, to whom they dedicate their abilities exclusively.
 +
[[File:Imp.jpg|left|350px|thumb]]
 +
__TOC__
 +
Legends tell that imps were not created as demons but were once mischievous elemental spirits, playful and curious by nature. Their corruption is said to have begun during the [[War in Heaven (myth)|War in Heaven]], when they were enticed by more powerful demonic entities with promises of power and freedom. Those who accepted were forever twisted into malevolent beings, their playful nature perverted into schemes of chaos and trickery. Though now firmly entrenched among the ranks of demons, imps still retain vestiges of their curious, clever origins, which they often channel into serving their masters—or subtly undermining them if given the chance.
  
'''Imps''' are subordinate [[Demon|demons]] of little physical prowess, who nevertheless possess a wide range of profound [[Natural Abilities|natural abilities]], making them extraordinarily dangerous for their size.  They are most likely to be encountered in their capacity as [[Familiar|familiars]], in the service of a mage.  They do not appear on the [[Prime Material (inner plane)|Prime Material]] except in service to some master, and will perform their powers exclusively for the master's benefit.  While evil, these creatures are not capable of malevolence or intention, as they have been specifically created to serve, and never to act on their own behalf. If their master is killed or whisked away, by teleport or like spell, imps will immediately return to their home plane of the Abyss or Acheron.
+
Because of their history, imps are sometimes seen as both cursed and cunning, creatures capable of great loyalty or treachery depending on the terms of their binding. This duality, along with their sly intelligence, contributes to their reputation as both invaluable tools and unpredictable risks for those who summon them.
  
[[File:Imp.jpg|left|315px]]
+
== Familiar Advantages ==
== Transferable Advantages ==
+
The following advantages or abilities possessed by the imp can be shared with its liege under when the imp is a familiar, so that both may enjoy these benefits when within 60 feet of one another.  
There are many of these, primarily defensive in nature.
 
  
Most important, imps are able to '''commune''' continuously with their master telepathically.  Because of this, an order never has to be given; the imp knows immediately what is desired and proceeds to act according to that will.  This will mean that any mage in control of an imp will effectively be able to "run" the creature as their own character, using the imp's many abilities. Having an imp is a boon of enormous power.  The master can bear witness to all the imp sees and hears as well.
+
Although inherently [[Evil|evil]], imps are specifically created to serve and are therefore incapable of acting independently. If their master is killed or removed from their presence — such as by a [[Teleportation (spell)|teleport]] or similar spell — the imp immediately returns to its home plane, either Hades or the Abyss.
  
They are '''immune to magical cold, fire and electricity''', but not the natural forms of these attacks. As a further magical defense, Imps '''save as 7th level''' creatures, and have a '''25% magic resistance'''. When attacked, imps '''regenerate 1 [[Hit Points|hit point]]''' per round. Each of these defenses can be tranferred to the imp's master, so long as the master is within 10 ft., or two [[Combat Hex|combat hexes]], of the imp. The other abilities that an imp has, described below, cannot be transfered in this fashion.
+
Imps maintain a continuous telepathic connection with their masters, allowing them to '''commune''' without the need for verbal orders. They instinctively understand their master’s desires and act accordingly. This connection enables any mage possessing an imp to "run" the creature as though it were an extension of themselves, granting full access to the imp’s many abilities. This makes having an imp an extraordinary advantage. The master can see through the imp’s eyes and hear through its ears, gaining unparalleled insight into the imp’s surroundings.
 +
 
 +
Imps possess several notable defenses. They are '''immune to magical cold, fire, and electricity''', though they remain vulnerable to natural forms of these attacks. They '''save as 7th level''' creatures and have a '''25% magic resistance'''. Additionally, imps can '''regenerate 1 [[Hit Points|hit point]] per [[Combat Round|round]]'''.
 +
 
 +
Each of these defenses can be transferred to the imp’s master, provided the master remains within 10 feet — or two [[Combat Hex|combat hexes]] of the imp. This proximity allows the master to share in the imp's resilience, making the partnership not only potent offensively but also a powerful asset defensively.
  
 
== Non-transferable Advantages ==
 
== Non-transferable Advantages ==
Once per day, imps are able to '''detect magic''' and '''detect malevolence''' exactly like spells of those names, though of course these are natural abilities. They are able to perform a '''suggestion''' once per day, usually asking something that requires the subject to move away from the imp's master at a walking pace, such as "go get−" or "go see−". Each of these three abilities can be used at a cost of only 1 [[Action Points|action point]].
+
These abilities are inherent to the imp and cannot be shared or transferred to its liege under any circumstances. They remain exclusive to the imp and contribute to its individual utility and effectiveness as a familiar.
 +
 
 +
Imps require a '''[[Silver to Hit|silvered]] or [[Magic to Hit|magic weapon to hit]]'''. They are completely immune to normal weapons, regardless of the form they take.
 +
 
 +
'''Magic.''' Imps naturally possess a range of magical abilities. Once per day, an imp can [[Detect Magic (spell)|detect magic]] and [[Detect Malevolence (spell)|detect malevolence]], performing these actions as naturally as breathing, with effects identical to the spells of the same names. They are also capable of casting a suggestion once per day, typically using it to distract or mislead, such as encouraging a target to move away from the imp’s master with simple instructions like “go get” or “go see.” These abilities are efficient, costing the imp only 1 [[Action Points|action point]] to perform. Beyond these specific spells, imps can become [[Invisibility (spell)|invisible]] at will, a talent most often used for spying or evasion. While invisible, an imp can observe others undetected, though any aggressive action immediately cancels the effect.
  
As often as they wish, imps can become '''invisible''', a tactic it will use to spy on others; naturally, this precludes the imp from taking any aggressive action, as it will become visible upon doing so.  If it wishes to spy for longer periods, or act as an assassin, the imp can '''polymorph''' in to the following four forms: raven, [[Goat|goat]], [[Giant Rat|giant rat]] or [[Large Spider|large spider]]. It is able to attack as these creatures while retaining its own hit dice and intelligence.
+
'''Polymorph.''' When an imp needs to operate covertly for extended periods or serve as an assassin, it can polymorph into one of four forms: raven, [[Goat|goat]], [[Rat (giant)|giant rat]], or [[Large Spider|large spider]]. In these forms, the imp retains its original hit dice and intelligence, allowing it to remain cunning and effective. Additionally, some forms grant special capabilities; for example, as a giant rat, the imp can spread [[Disease|disease]], while as a large spider, it gains access to the spider’s natural venom. These polymorphed forms are particularly useful for reconnaissance, infiltration and subterfuge.
  
Imps carry a '''venom''' in their tails, which they will use in combat. They have no other means of attack, having no effective claws or bite, and no ability to use weapons.  The tail will cause only 1-4 damage, but if a saving throw against poison fails, the victim will sustain 1-4 damage per [[Combat Round|round]] until a total of 18 damage is sustained.  There is no mediation except [[Neutralize Poison (spell)|neutralize poison]], but the victim can be withstained with healing spells through this period.  This amount of damage will be suffered ''every time'' the victim is struck and fails to save. This venom attack can be effected when the imp is polymorphed as either a giant rat or large spider.
+
'''Venom.''' The imp’s [[Poison (substance)|venom]], delivered through its tail in [[Combat|combat]], is one of its most dangerous abilities. Whenever the imp successfully [[Roll to Hit|hits]] an opponent, the victim must save against poison.  A failed save results in the victim taking 1-4 points of damage per round until a total of 18 points is sustained.  While no antidote exists for this poison, cure spells can slow or reduce the harm over time.  The imp’s venom is relentless, requiring a [[Saving Throws|saving throw]] with every successful hit. Despite these potent offensive capabilities, the imp lacks effective [[Claw (attack)|claws]] or [[Fangs (attack)|fangs]], relying instead on its venomous tail and polymorphed forms to engage in combat effectively.
  
Finally, weapon damage can only caused to imps by the use of a '''silvered or magical weapon to hit'''.  This applies to any form the imp has taken.
 
  
 +
See also,<br>
 +
[[Bestiary]]<br>
 +
[[Find Familiar (spell)]]
  
See [[Bestiary]]
+
[[Category: Reviewed]]

Latest revision as of 19:32, 6 February 2025

Imp
Species chthonic (demon)
No. Appearing 1
Behaviour servant
Range Abyss, Hades, ruin, rural, urban
Size 2 ft. 5 in. tall
Weight 11½ lbs.
Intelligence 10
Armour Class 2
Hit Dice 2+2
Action Points 5
Max. Stride 6
THAC0 20
Hp/Die d3
Attack Forms 1: tail
Damage tail (1–4)
Special Attacks detect magic, detect malevolence,
immunities, invisibility, magic or
silver to hit
, magic resistance,
polymorph, regeneration,
save as 7th level, suggestion,
telepathy, venom

Imps are minor demons with limited physical strength but an impressive array of natural abilities that make them highly dangerous despite their small size. These abilities, coupled with their cunning, allow imps to be formidable foes when underestimated. They are most commonly encountered as familiars, bound to serve a mage or another powerful figure. Imps rarely, if ever, manifest on the Prime Material independently; their presence is almost always tied to their service under a master, to whom they dedicate their abilities exclusively.

Imp.jpg

Legends tell that imps were not created as demons but were once mischievous elemental spirits, playful and curious by nature. Their corruption is said to have begun during the War in Heaven, when they were enticed by more powerful demonic entities with promises of power and freedom. Those who accepted were forever twisted into malevolent beings, their playful nature perverted into schemes of chaos and trickery. Though now firmly entrenched among the ranks of demons, imps still retain vestiges of their curious, clever origins, which they often channel into serving their masters—or subtly undermining them if given the chance.

Because of their history, imps are sometimes seen as both cursed and cunning, creatures capable of great loyalty or treachery depending on the terms of their binding. This duality, along with their sly intelligence, contributes to their reputation as both invaluable tools and unpredictable risks for those who summon them.

Familiar Advantages

The following advantages or abilities possessed by the imp can be shared with its liege under when the imp is a familiar, so that both may enjoy these benefits when within 60 feet of one another.

Although inherently evil, imps are specifically created to serve and are therefore incapable of acting independently. If their master is killed or removed from their presence — such as by a teleport or similar spell — the imp immediately returns to its home plane, either Hades or the Abyss.

Imps maintain a continuous telepathic connection with their masters, allowing them to commune without the need for verbal orders. They instinctively understand their master’s desires and act accordingly. This connection enables any mage possessing an imp to "run" the creature as though it were an extension of themselves, granting full access to the imp’s many abilities. This makes having an imp an extraordinary advantage. The master can see through the imp’s eyes and hear through its ears, gaining unparalleled insight into the imp’s surroundings.

Imps possess several notable defenses. They are immune to magical cold, fire, and electricity, though they remain vulnerable to natural forms of these attacks. They save as 7th level creatures and have a 25% magic resistance. Additionally, imps can regenerate 1 hit point per round.

Each of these defenses can be transferred to the imp’s master, provided the master remains within 10 feet — or two combat hexes — of the imp. This proximity allows the master to share in the imp's resilience, making the partnership not only potent offensively but also a powerful asset defensively.

Non-transferable Advantages

These abilities are inherent to the imp and cannot be shared or transferred to its liege under any circumstances. They remain exclusive to the imp and contribute to its individual utility and effectiveness as a familiar.

Imps require a silvered or magic weapon to hit. They are completely immune to normal weapons, regardless of the form they take.

Magic. Imps naturally possess a range of magical abilities. Once per day, an imp can detect magic and detect malevolence, performing these actions as naturally as breathing, with effects identical to the spells of the same names. They are also capable of casting a suggestion once per day, typically using it to distract or mislead, such as encouraging a target to move away from the imp’s master with simple instructions like “go get” or “go see.” These abilities are efficient, costing the imp only 1 action point to perform. Beyond these specific spells, imps can become invisible at will, a talent most often used for spying or evasion. While invisible, an imp can observe others undetected, though any aggressive action immediately cancels the effect.

Polymorph. When an imp needs to operate covertly for extended periods or serve as an assassin, it can polymorph into one of four forms: raven, goat, giant rat, or large spider. In these forms, the imp retains its original hit dice and intelligence, allowing it to remain cunning and effective. Additionally, some forms grant special capabilities; for example, as a giant rat, the imp can spread disease, while as a large spider, it gains access to the spider’s natural venom. These polymorphed forms are particularly useful for reconnaissance, infiltration and subterfuge.

Venom. The imp’s venom, delivered through its tail in combat, is one of its most dangerous abilities. Whenever the imp successfully hits an opponent, the victim must save against poison. A failed save results in the victim taking 1-4 points of damage per round until a total of 18 points is sustained. While no antidote exists for this poison, cure spells can slow or reduce the harm over time. The imp’s venom is relentless, requiring a saving throw with every successful hit. Despite these potent offensive capabilities, the imp lacks effective claws or fangs, relying instead on its venomous tail and polymorphed forms to engage in combat effectively.


See also,
Bestiary
Find Familiar (spell)