( Monster Manual v.3.5, p. 56)

RaceSize object (3) Outsider (Evil , Extraplanar , Lawful)

Hit dice: 3d8 (13 hp)

Initiative: +3

Speed: 20 ft. , Fly 50 ft. (Perfect)

Armor class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17

Base Attack/Grapple: +3/−5

Attack: Sting +8 melee (1d4 plus poison)

Full Attack: Sting +8 melee (1d4 plus poison)

Space/Reach: 0 ft./0 ft.

Special Attacks: Poison, spell-like abilities

Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Saves: Fort +3 Ref +6 Will +4

Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival (+3 following tracks) +1

Feats: Dodge, Weapon Finesse

Environment: Nine Hells of Baator

Organization: Solitary

Challenge Rating: 2

Treasure: None

Alignment: Always lawful evil

Advancement: 4-6 HD (Tiny)

A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air.

Imps are insideous devils. They are often found serving lawful evil spellcasters as advisors and spies.
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.


Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities: At will-detect good, detect magic, invisibility (self only); 1/day-suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monsterous spider, raven, rat, and boar.