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Red Imp

by Jamie Baty

Tiny Outsider (Evil, Extraplanar)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +8 (+8 Dex)
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armour Class: 24 (+2 size, +8 Dex, +4 natural), touch 20, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Bite -1 melee (1d3 -3)
Full Attack: Bite -1 melee (1d3 -3) and tail -6 melee (1d3 -5) or tiny +2 trident +1 melee (1d4 -1) and 1 tail -6 melee (1d3-5)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cold Resistance 15, dark blessing, darkvision 60ft., fire resistance 15, immunity to mind-affecting spells, outsider traits, tongues
Saves: Fort +9, Ref +16, Will +11
Abilities: Str 5, Dex 26, Con 13, Int 22, Wis 16, Cha 22
Skills: Bluff +15, Escape Artist +12, Gather Information +13, Hide +16, Intimidate +15, Knowledge (the planes) +13, Listen +10, Move Silently +11, Spot +10, Survival +6, Tumble +12
Feats: Persuasive
Environment: Entropic Planes
Organisation: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: by character level
Level Adjustment: +4 (cohort)

This is a small but very intelligent creature from the Sphere of Entropy. It is a one foot tall humanoid with two bat wings in the back, two little horns on its head, a pointy tail, and rubbery skin. The red imp often wears a small cloak.
The imp seeks to destroy those who befriend it by offering help in exchange for their souls. It desires to trick the victim into signing a contract with his own blood. Upon gaining its seventh soul, it becomes a minor fiend in the Sphere of Entropy.
Imps always will help the victim as per the contract, but always indirectly and always in a manner to get the victim in trouble.
Red Imps are opposed by Blue Imps at every turn.

Red imps prefer to corrupt and seduce to achieve their ends and will avoid combat if possible. If forced into combat, it can bite and hit a foe with its barbed tail. Many red imps also use a +2 tiny trident as a weapon (note it becomes a cursed -2 weapon if the imp is killed).

Spell-like Abilities (Sp): 1 day: charm monster; 3/day: dimension door; at will: invisibility, telekinesis. Caster Level 12th.

Cold Resistance (Ex): A red imp has Cold Resistance 15.

Dark Blessing (Su): A red imp applies his Charisma modifier (if positive) as a bonus on all saving throws (included above).

Fire Resistance (Ex): A red imp has Fire Resistance 15.

Immunity to Mind-Affecting Spells (Ex): A red imp has immunity to all mind-affecting effects and spells (charms, compulsions, phantasms, patterns, and morale effects).

Tongues (Su): All red imps can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.

Red Imps as Characters
A red imp's favoured class is sorceror. Red imp shamans may choose two of the following domains: Charm, Evil, or Trickery.