||Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity.
Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.
Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they’ve been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.
As a placation to their tiny egos, imps favour small, bloody sacrifices that suggest their summoner’s willingness to do evil. Those who offer a heart cut from the breast of a still-living dove gain a +1 shift bonus to rolls made to summon an imp.
Abilities: also Immunity to Cold, acid and Electricity; resistant to normal weapons (+5 AP factored), Vulnerable to Magic and Silver; Magic Resistance 25%; Regenerate (1 Hit Point per minute)
Polymorph Self into one or two different animal forms of SIZ 1-20, with typical favourites being spiders, ravens, giant rats, and boars. However, other forms are possible. Unlike the spell, no Hit Points are regained when changing form.
Constant—detect good, detect magic
At will—invisibility (self only)
1/week—commune (6 questions)
Onset time: 1d6+4 turns
Duration: 1d3+3 days
Conditions: victims begin with Agony but can struggle along until 1d6+6 hours after the sting when Asphyxiation strikes, usually resulting in death, unless First Aid is successfully applied to keep the victim breathing. Survivors will then suffer Necrosis, losing 1 Hit Point per day from the location stung, until the venom is somehow purged or it naturally ends.
Antidote/Cure: Can be ameliorated with the Healing skill. However each day of Necrosis suffered before successful treatment inflicts permanent damage.