IMP

FREQUENCY: Very rare
FREQUENCY: Rare ([Dungeon Level V])

NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 6"/18"
HIT DICE: 2 + 2
Yo IN LAIR: 0%
TREASURE TYPE: 0
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Poison, magic use
SPECIAL DEFENSES: Hit only by magic weapons, regeneration, immunity to some magic, save at 7 hit dice
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: S (2' tall)
LEVEL/X.P. VALUE: V | 275 + 3

Imps are very rare on the material plane, but on the planes of Acheron and
Hell they are not uncommon. An imp is created from a larva. It is a very
minor devil created to spread evil in the form of a familiar to a lawful evil
magic-user or cleric. The imp is given the power to polymorph itself into
animal form at will. The shape it can assume is limited to two of the
following: large spider, raven, giant rat, or goat.

In an unpolymarphed state the imp attacks with its tail, and any creature
struck by it must save versus poison or die. For hit determination the tail is
considered a dagger. In animal form the imp attacks accordingly, the
raven and goat having no effective attacks.

All magical powers of an imp are usable whatever form it is in. Imps are
able to detect good and detect magic. They regenerate at 1 hit point per
melee round. Imps can become invisible at will. Once per day they are
able to use a suggestion. Only silver or magical weapons are effective
against imps. Magical attacks employing cold, fire, or electricity do not
harm imps, and for purposes of spell attacks upon them imps are
considered 7 hit dice creatures.

Imps have average intelligence plus devilish cunning. As familiars they
are also able to call upon the intelligence of arch-devils.

When an imp assumes the role of a familiar, its "master" gains the
following benefits: A telepathic link is established between the pair, and
the "master" is able to receive all sensory impressions of the imp,
including visual images of infrared spectrum, up to a mile distance. The
presence of an imp within 1" allows its "master" to gain a 25% magic
resistance and regenerate at 1 hit point per melee round. If the imp is
within 1 mile its "master" gains an additional level of ability, but if the
imp is over a mile distant the character loses 1 level, and if the familiar is
killed the character drops 4 ability levels. Also, in addition to its normal aid
and advice, the imp familiar is able to contact a lower plane once per
week in order to help its "master" decide some course of action. This
contact is like a commune spell, but 6 questions are allowed.