Imp

    • Imp
    • Level 3 Lurker
    • Tiny Immortal Humanoid (devil)
    • XP 150
    • Initiative +8
    • Senses Perception +8; darkvision
    • HP 40; Bloodied 20
    • AC 17; Fortitude 15, Reflex 15, Will 15
    • Saving throws15 fire
    • Speed 4, fly 6 (hover)
    • Bite (standard; at-will)
    • +7 vs. AC; 1d6+1 damage.
    • Tail Sting (standard; recharges when the Imp uses vanish)  •  Poison
    • +8 vs. AC; 1d8+3 damage, and the Imp makes a secondary attack against the same target. Secondary Attack: +5 vs. Fortitude; the target takes ongoing 5 poison damage and a -2 penalty to Will defense (save ends both).
    • Vanish (standard; at-will)  •  Illusion
    • The Imp becomes invisible until the end of its next turn or until it attacks.
    • Align. Evil
    • Lang. Common, Supernal
    • Skills Arcana +9, Bluff +9, Stealth +9. Tactics: Imps are reluctant combatants. When forced to fight, an imp uses vanish to turn invisible and waits for an opponent to become distracted before attacking with its tail sting. If the battle turns against the imp or its allies, the imp doesn’t hesitate to flee.
    • Str 12 (+2)
    • Dex 16 (+4)
    • Wis 12 (+3)
    • Con 16 (+4)
    • Int 16 (+4)
    • Cha 16 (+4)
    • Equipment -

Imp

Valley of Nyrandra Broda