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
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.