Difference between revisions of "Imp"

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| noapp = 1
 
| noapp = 1
 
| behaviour = servant
 
| behaviour = servant
| range = [[Abyss (plane)|Abyss]], [[Acheron (plane)|Acheron]], [[Ruin (range)|ruin]], [[Rural (range)|rural]], [[Urban (range)|urban]]
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| 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.
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| HD = 2+2
 
| HD = 2+2
 
| AP = 5
 
| AP = 5
| THAC0 = 19
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| stride = 6
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| THAC0 = 20
 
| hpdie = d3
 
| hpdie = d3
| attack = tail
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| attack = '''1:''' [[Tail (attack)|tail]]
| dmg = 1–4
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| 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>[[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 silver to hit]],<br>[[Magic Resistance|magic resistance]], [[Polymorph (spell)|polymorph]], [[Regeneration (spell)|regeneration]],<br>[[Saving Throws|save as 7th level]], [[Suggestion (spell)|suggestion]], [[Telepathy|telepathy]], [[Venom (sage study)|venom]]
 
}}
 
}}
  
'''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.
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'''Imps''' are subordinate [[Demon|demons]] of little physical prowess, though they possess a wide range of profound [[Natural Abilities|natural abilities]].  These make an imp extraordinarily dangerous for their size.  They're most likely to be encountered in their capacity as [[Familiar|familiars]], in the service of a [[Mage (class)|mage]].  They don't appear on the [[Prime Material (inner plane)|Prime Material]], except in service to some master, for whom they'll perform their powers exclusively.
  
[[File:Imp.jpg|left|315px]]
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[[File:Imp.jpg|left|315px|thumb]]
 
== Transferable Advantages ==
 
== Transferable Advantages ==
 
There are many of these, primarily defensive in nature.
 
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 willThis 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.
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While [[Evil|evil]], these creatures have been specifically created to serve and never to act independentlyIf their master is killed, or whisked away by a [[Teleportation (spell)|teleport]] or like spell, imps immediately return to their home plane of 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 impThe other abilities that an imp has, described below, cannot be transfered in this fashion.
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Imps are able to '''commune''' telepathically with their masters, maintaining a continuous connection.  Orders need never be given; the imp knows instantly what a master desires and sets out at once to bring this about.  As such, any mage possessing an imp is able to "run" the creature as their own character, including full use of the imp's many abilities.  Having an imp is a boon of enormous power.  The imp's master can see all the creature sees, and hear all the creature hears.
 +
 
 +
Imps are '''immune to magical cold, fire and electricity''', but not the natural forms of these attacks.  Imps also '''save as 7th level''' creatures and possess a '''25% magic resistance'''.
 +
 
 +
When attacked, imps '''regenerate 1 [[Hit Points|hit point]]''' per [[Combat Round|round]].  Each of these defenses can be tranferred to the imp's master, but only if the master is within 10 ft., or two [[Combat Hex|combat hexes]].   
  
 
== 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]].
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These abilities cannot be transfered from the imp to its master.
 +
 
 +
Imps require a '''silvered or magic weapon to hit'''.  They are immune to normal weapons, regardless of the form they take.
 +
 
 +
==== Magic ====
 +
Once per day, imps are able to '''detect magic''' and '''detect malevolence''' exactly like the spells of those names; these are natural abilities.  They're 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 abilities cost the imp only 1 [[Action Points|action point]] to use.
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 +
As often as they wish, imps can become '''invisible'''.  It uses this tactic it will use to spy on others.  Naturally, invisibility precludes the imp from taking any aggressive action, as this would make it visible.
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 +
==== Polymorph ====
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If the imp wishes to spy for longer periods, or act as an assassin, the imp can '''polymorph''' into the following four forms: raven, [[Goat|goat]], [[Rat (giant)|giant rat]] or [[Large Spider|large spider]].  It's able to attack in these forms, retaining its own hit dice and intelligence.  As a giant rat, the imp can bestow a disease; as a large spider, it possesses the spider's poison.
  
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.
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==== Venom ====
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Imps carry a '''venom''' in their tails that delivers its poison when [[Roll to Hit|hitting]] in [[Combat|combat]].  If the saving throw vs. poison fails, the victim sustains 1-4 damage per round until a total of 18 is sustained.  No antidote exists except — but the victim can be sustained by cure spells during this period.  The imp's venom has no limitation and must be saved against every time the creature hits.
  
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 saveThis venom attack can be effected when the imp is polymorphed as either a giant rat or large spider.
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Imps don't have effective [[Claw (attack)|claws]] or [[Fangs (attack)|fangs]].   
  
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.
 
  
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See also,<br>
 +
[[Bestiary]]<br>
 +
[[Find Familiar (spell)]]
  
See [[Bestiary]]
+
[[Category: Don't Review until 2023]]

Latest revision as of 21:10, 7 November 2023

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 subordinate demons of little physical prowess, though they possess a wide range of profound natural abilities. These make an imp extraordinarily dangerous for their size. They're most likely to be encountered in their capacity as familiars, in the service of a mage. They don't appear on the Prime Material, except in service to some master, for whom they'll perform their powers exclusively.

Imp.jpg

Transferable Advantages

There are many of these, primarily defensive in nature.

While evil, these creatures have been specifically created to serve and never to act independently. If their master is killed, or whisked away by a teleport or like spell, imps immediately return to their home plane of either Hades or the Abyss.

Imps are able to commune telepathically with their masters, maintaining a continuous connection. Orders need never be given; the imp knows instantly what a master desires and sets out at once to bring this about. As such, any mage possessing an imp is able to "run" the creature as their own character, including full use of the imp's many abilities. Having an imp is a boon of enormous power. The imp's master can see all the creature sees, and hear all the creature hears.

Imps are immune to magical cold, fire and electricity, but not the natural forms of these attacks. Imps also save as 7th level creatures and possess a 25% magic resistance.

When attacked, imps regenerate 1 hit point per round. Each of these defenses can be tranferred to the imp's master, but only if the master is within 10 ft., or two combat hexes.

Non-transferable Advantages

These abilities cannot be transfered from the imp to its master.

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

Magic

Once per day, imps are able to detect magic and detect malevolence exactly like the spells of those names; these are natural abilities. They're 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 abilities cost the imp only 1 action point to use.

As often as they wish, imps can become invisible. It uses this tactic it will use to spy on others. Naturally, invisibility precludes the imp from taking any aggressive action, as this would make it visible.

Polymorph

If the imp wishes to spy for longer periods, or act as an assassin, the imp can polymorph into the following four forms: raven, goat, giant rat or large spider. It's able to attack in these forms, retaining its own hit dice and intelligence. As a giant rat, the imp can bestow a disease; as a large spider, it possesses the spider's poison.

Venom

Imps carry a venom in their tails that delivers its poison when hitting in combat. If the saving throw vs. poison fails, the victim sustains 1-4 damage per round until a total of 18 is sustained. No antidote exists except — but the victim can be sustained by cure spells during this period. The imp's venom has no limitation and must be saved against every time the creature hits.

Imps don't have effective claws or fangs.


See also,
Bestiary
Find Familiar (spell)