Imp: Difference between revisions

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| colspan="3" |'''Hit Points''' 15
| colspan="3" |'''Hit Points''' 15
| colspan="3" |´'''Immune''' Fire
| colspan="3" |'''Immune''' Fire
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| colspan="3" |'''Speed''' 30 ft, Fly 20 ft
| colspan="3" |'''Speed''' 30 ft, Fly 20 ft

Latest revision as of 01:38, 3 April 2025

Source: Harker's Guide to Vampire Hunting


Various demons, devils, and other fiendish entities have often plagued Ancerra from the plane of Inferno and its four sub-planes: Cholereth, Melaneth, Phlegmereth, and Sanguineth. Since Dracula’s rise, the plane of Hell has also birthed innumerable fiends. Shadowcroft’s arrival in Ancerra’s planar orbit has introduced even more fiendish creatures to Ancerra.

Imp

The lowest of hell’s hierarchy, an Imp is a lesser devil with a goatlike face and a hunched, emaciated humanoid body with a barbed tail. Disproportionately small bat wings magically allow the creature to fly. Imps range in color from black to red to purple, and they all have foul temperaments.

Imp
Monster Level: 1
Tiny. Fiend (Occult)
STR DEX END AWR INT CHA
2 1 1 1 -1 -2
Ref: 11 Fort: 11 Ant: 11 Log: 9 Will: 8
Armor Rating 11 Resist Occult 1, Arcane 2, Divine 2
Hit Points 15 Immune Fire
Speed 30 ft, Fly 20 ft Vulnerable Silvered Weapons 2
Skills (STR) Menacing +2; (DEX) Sneaking +4 Senses Darkvision 60 ft
Features
Limited Invisibility (1/Recoup). The Imp may magically become Unseen. This lasts for 30 minutes or until it makes an attack.

Diseased Claws. When the Imp kills a creature with its claws, there is a 10% chance that the creature’s corpse becomes diseased with Boil Plague.

Actions
On each of the Imp’s turns, it may take one of the following sets of actions.
  • Move and take one Tier 1 action.
Tier 1 Actions
Move. The Imp can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp.

Deadeye Glare. Ranged 20 ft Natural Weapon. +1 vs WILL. Hit: The creature is Demoralized until the start of the Imp’s next turn.