
ImpLEDevilFiendSource Advanced Player's Guide pg. 147Alignment An imp must be lawful evil.
Required Number of Abilities 8
Granted Abilities darkvision,
flier,
manual dexterity,
resistance (fire and poison),
skilled (deception),
speech,
touch telepathyImp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.
Source Advanced Player's Guide pg. 147Once per hour, your imp familiar can cast 2nd-level
invisibility on itself as a divine innate spell.
ConcentrateDivineEnchantmentEvilFortuneSource Advanced Player's Guide pg. 147Frequency 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. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to
Hell, where it is bound for eternity and unable to be raised or resurrected except by
wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.