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.