Imp

Imp, Fire

Challenge Rating: 3

Size: Small

Type: Navirite Fey

Initiative: +5

 

Defense

Hit Points: 13 (3HD)

Armor Class: 16 , touch 12, flat-footed 15  (+1 size, +1 Dex, +4 natural)

Saves: Fort +3, Ref +4, Will +3

Weaknesses: Magic or legacy weapons, cold

 

Offense

Speed: 30’, fly 50’

Base Attack: +3

Melee: 2 claws +4 melee (1d3 plus 1d4 fire)

Ranged: –

Special Attacks: Breath weapon, spell-like abilities

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 10, DEX 13, CON 10, INT 6, WIS 11, CHA 15

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: 2 points or recommended: Dodge, Improved Initiative

Special Qualities: DR 5/magic or legacy, dark vision 60’, immune to fire, fast healing 2, cold does double damage

 

Ecology

Environment: Any

Organization: Any

 

Treasure: Standard

 

Combat

Breath Weapon

15-foot cone, damage 1d8 fire, Reflex half DC 12.

 

Spell-Like Abilities

1/hour—mage fire (DC 14); 1/day—heat metal (DC 15)

 

Fast Healing

A fire imp heals only if it is touching a flame at least as large as a torch.

 

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