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<blockquote data-quote="Voadam" data-source="post: 4854839" data-attributes="member: 2209"><p><strong>imp</strong></p><p></p><p>Imp </p><p>Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful) </p><p>Hit Dice: 3d8+3 (16 hp) </p><p>Initiative: +3 </p><p>Speed: 20 ft. (4 squares), fly 50 ft. (perfect) </p><p>Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 16, flat-footed 17 </p><p>Base Attack/Grapple: +3/-5 </p><p>Attack: Sting +8 melee (1d4 plus poison) </p><p>Full Attack: Sting +8 melee (1d4 plus poison) </p><p>Space/Reach: 2½ ft./0 ft. </p><p>Special Attacks: Poison, spell-like abilities </p><p>Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 </p><p>Saves: Fort +3, Ref +6, Will +4 </p><p>Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 </p><p>Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) </p><p>Feats: Dodge, Weapon Finesse, toughness </p><p>Environment: A lawful evil-aligned plane </p><p>Organization: Solitary </p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always lawful evil </p><p>Advancement: 4-6 HD (Tiny) </p><p>Level Adjustment: — (Improved Familiar) </p><p></p><p>In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds. </p><p></p><p>Combat</p><p>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. </p><p></p><p>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. </p><p></p><p>Poison (Ex)</p><p>Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus. </p><p></p><p>Spell-Like Abilities</p><p>At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based. </p><p></p><p>Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). </p><p></p><p>Alternate Form (Su)</p><p>An imp can assume the form of a boar at will as a standard action.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4854839, member: 2209"] [b]imp[/b] Imp Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 16, 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: 2½ 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 +1 (+3 following tracks) Feats: Dodge, Weapon Finesse, toughness Environment: A lawful evil-aligned plane Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always lawful evil Advancement: 4-6 HD (Tiny) Level Adjustment: — (Improved Familiar) In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds. Combat 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 the form of a boar at will as a standard action. [/QUOTE]
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