Imp, Jovial (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Ganteka Future (talk)
Date Created: 29 April 2018
Status: Bubbly
Editing: Clarity edits only please
Rate this article
Discuss this article

Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 2d8 (7 hp)
Initiative: +6
Speed: 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: Cold Iron Claw +2 melee (1d3–1)
Full Attack: Cold Iron Claw +2 melee (1d3–1) and Cold Iron Kiss –3 melee touch (see below)
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 +2, Ref +4, Will +4
Abilities: Str 9, Dex 13, Con 9, Int 11, Wis 12, Cha 19
Skills: Bluff +11, Diplomacy +11, Disguise +11, Hide +14, Move Silently +6, Sense Motive +8, Spellcraft +5, Survival +6
Feats: Improved Initiative
Environment: A lawful evil-aligned plane
Organization: Solitary, Clique (3-9)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3–5 HD (Tiny)
Level Adjustment:

In its natural form, a jovial imp stands almost 2 feet tall and weighs about 12 pounds, covered in reddish skin with dark, bat-like wings jutting from its back and metallic nails and teeth. They are otherwise somewhat innocuous looking.

A jovial imp speaks Celestial, Common, Draconic, Infernal and Undercommon.


A jovial imp attacks with its ray of fire or ray of frost and attempts to keep distance from dangerous targets, pestering them as much as it can. It may try to align itself with powerful creatures to ensure its safety and isn't above groveling or providing services should its needs be met. If it feels too secure, it may cease to reign in its inherent natures.

A jovial imp’s natural weapons, as well as any weapons it wields, are treated as cold iron, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Cold Iron Kiss (Su): If a jovial imp makes a successful attack with its cold iron kiss, the target's DR/Cold Iron (if any) is reduced by half for 1 minute.

Spell-Like Abilities: At will—ray of fire/frost, prestidigitation, detect magic; 1/day—hypnotism (DC 15). Caster level 3rd. The DCs are Charisma-based.

Alternate Form (Su): A jovial imp can assume another form at will as a standard action. Each jovial imp can assume two forms from the following list: cat, goblin, halfling, raven, tiny viper and weasel. It can choose to shift form instead as a full-round action and do so in a disturbing and awkward way, forcing creatures who witness it within 30 feet to make a Fortitude save (DC 15) or be sickened for 2 rounds. The DC is Charisma-based.

A jovial imp gains a +2 competence bonus on Bluff, Diplomacy, Disguise and Sense Motive in any form.


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

Back to Main Page3.5e HomebrewMonsters

AlignmentAlways lawful evil +
AuthorGanteka Future +
Benefit- +
Challenge Rating1 +
EnvironmentA lawful evil-aligned plane +
Identifier3.5e Monster +
Level Adjustment+
PrerequisiteImproved Familiar, caster level 3rd. +
RatingUndiscussed +
SizeTiny +
SubtypeEvil +, Extraplanar + and Lawful +
TitleImp, Jovial +
TypeOutsider +