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Imp, Scrawny (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 29 April 2018
Status: Lnky
Editing: Clarity edits only please
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Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/–4
Attack: Longsword +6 melee (1d4+2) or composite longbow (+2 str bonus) +6 ranged (1d4+2)
Full Attack: Longsword +6 melee (1d4+2) or composite longbow (+2 str bonus) +6 ranged (1d4+2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: spell-like abilities
Special Qualities: damage reduction 5/chaos or good or silver, darkvision 60 ft., fast healing 1, resistance to fire 5
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 11, Int 13, Wis 12, Cha 15
Skills: Diplomacy +12, Disguise +9, Hide +15, Listen +8, Move Silently +7, Profession (Calligrapher) +9, Spellcraft +6, Spot +8, Survival +8
Feats: Skill Focus (Diplomacy), Skill Focus (Profession: Calligrapher)B
Environment: A lawful evil-aligned plane
Organization: Solitary, Lurch (3-9)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3–5 HD (Tiny)
Level Adjustment:


In its natural form, a scrawny imp stands almost 3 feet tall and weighs about 8 pounds, covered in reddish skin with ashen or silvery feathered wings. The creatures more resemble a shrunken, gaunt erinyes than a typical imp, almost as if the creature's current form is a punishment.

CombatEdit

A scrawny imp attacks with its produce flame or bow first, and summons its sword if it is forced to. If it takes damage and can't finish off an opponent quickly, it may try to bargain... or flee.

A scrawny imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. A scrawny imp may summon a tiny longsword or a tiny composite longbow as a move action in its natural form. It may only have one of each at a time and these items disappear 1 minute after leaving its possession.

Pact of Servitude (Su): If a scrawny imp is wounded severely by intelligent creatures, it will generally attempt to bargain for its life. In exchange for sparing its life, it will prompt a pact wherein it and an opposing creature enter bargaining with an opposed Diplomacy check to hash out the terms. If it fails by no more than 10, it gains a standard pact and will serve for 24 hours in exchange for its safety where it won't willingly directly harm or sabotage the signor. If the signor or its companions fail to keep the scrawny imp safe, the pact is rendered null. If it wins the opposed Diplomacy check, it gains a loophole in the pact and may choose to flee at any opportune moment. If it fails by 10 or more, it will additionally perform some favor for the signor above and beyond the exchange of safety, though, if the favor is too steep, it will probably fail to deliver at the best of its ability.

Some scrawny imps may hang around their signor longer if they are promised other things it may find valuable, such as advancements in power or rare items.

Spell-Like Abilities: At will—detect good, detect chaos, detect magic (self only); 1/day—produce flame. Caster level 3rd. The DCs are Charisma-based.

Alternate Form (Su): A scrawny imp can assume another form at will as a standard action. Each scrawny imp can assume two forms from the following list: cat, lizard, monkey, rat, toad and weasel.

A scrawny imp gains a +2 competence bonus on Diplomacy, Disguise, Listen, Spot and Survival in any form.

FamiliarEdit

Scrawny imps can be used as familiars for evil spellcasters with the Improved Familiar feat and at least caster level 3rd.




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