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There is a Legacy version here.

PFS StandardImp

Imps are fiendish infiltrators and corrupters who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually get their master killed or damn their soul. Imps are born directly from the Outer Planes themselves, rather than from mortal souls, and thus they serve outside any fiendish hierarchies, granting them leeway to pursue their specialties.

Despite standing a mere 2 feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.

Recall Knowledge - Fiend (Religion): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ImpCreature 2

Tiny Fiend Unholy 
Source Monster Core pg. 206
Perception +9; darkvision
Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch)
Skills Acrobatics +9, Arcana +8, Deception +9, Religion +7
Str -1, Dex +4, Con +0, Int +1, Wis +2, Cha +2
AC 19; Fort +7, Ref +11, Will +9
HP 25; Resistances poison 3; Weaknesses holy 3
Speed 20 feet, fly 30 feet
Melee [one-action] stinger +11 [+7/+3] (agile, finesse, magical, reach 0 feet, unholy), Damage 1d4+2–1 piercing plus imp venomDivine Innate Spells DC 19 (+4 dmg); 4th read omens; 2nd invisibility (at will; self only); 1st charm; Cantrips (1st) detect magic
Change Shape [one-action] (concentrate, divine, polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.Fiendish Healing [one-action] (concentrate, divine, healing, vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points.Fiendish Temptation [one-action] (concentrate, divine, fortune, unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic.Imp Venom (poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)

Sidebar - Locations Imps of Many Planes

Like rats infesting cities, imps litter the fiendish Outer Planes—Abaddon, the Outer Rifts, and most especially Hell. Imps love to learn the tricks of devils, the better to tempt mortals and confine souls. Over centuries spent on the various planes, imps begin to take on the characteristics of the environment they inhabit, often looking flamescorched if they come from Hell, caustic and monstrous if from the Outer Rifts, and red-eyed and fetid if from Abaddon.