Difference between revisions of "Imp"
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== Advantages == | == Advantages == | ||
+ | There are many of these, some defensive and some threatening. Most importantly, imps are able to '''commune''' | ||
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Revision as of 16:30, 3 September 2020
Species | chthonic (demon) |
No. Appearing | 1 |
Behaviour | servant |
Range | Abyss, Acheron, 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 | {{{stride}}} |
THAC0 | 19 |
Hp/Die | d3 |
Attack Forms | tail |
Damage | 1–4 |
Special Attacks | commune, detect magic, detect malevolence, immunities, invisibility, magic or silver to hit, magic resistance, polymorph, regeneration, suggestion, venom |
Imps are subordinate demons of little physical prowess, who nevertheless possess a wide range of profound natural abilities, making them extraordinarily dangerous for their size. They are most likely to be encountered in their capacity as familiars, in the service of a mage. They do not appear on the 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.
Advantages
There are many of these, some defensive and some threatening. Most importantly, imps are able to commune
See Bestiary