Impette (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 2-25-17
Status: Complete
Editing: Clarity edits only please
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Impette
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 17 (+3 dex, +2 natural, +2 size), touch 15, flat-footed 14
Base Attack/Grapple: +2/-6
Attack: Sting +7 melee (1d4 plus poison)
Full Attack: Sting +7 melee (1d4 plus poison)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: Poison, SLAs
Special Qualities: Alternate Form, Darkvision 60 ft, DR 2/good or silver, Immunity to Poison, Resist Fire 5
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +7, Hide +16, Knowledge (any one) +5, Listen +6, Move Silently +8, Search +5, Spellcraft +5, Spot +6, Survival +1 (+3 following tracks)
Feats: Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Lawful Evil
Advancement: 3–4 HD (Tiny)
Level Adjustment: — (Improved Familiar)


This imp is a runt even compared to its kind. It will need to work hard at being evil if it wants to become a proper imp.

Not quite as good as a proper imp, they are fiendish souls who aren't good enough for imphood but have, for some reason or another, avoided service as a mere lemure. While as craven as any imp, they are somehow even more zealous to prove their stuff in order to hold onto their current form.

In its natural form, an impette stands about 1 foot tall and weighs about 4 pounds. It speaks Common and Infernal.

Combat[edit]

Impettes are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an impette attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An impette’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.

Alternate Form (Su): An impette can assume another form at will as a standard action. Each impette can assume one form from the following list: small monstrous spider, raven, rat, or wolf.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d3 Dex, secondary damage 2d3 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): At will—detect good, detect magic, invisibility (self only); 1/day—charm person (DC 13). Caster level 2nd. The save DC is Charisma-based.

Once per week an impette can use augury. The ability otherwise works as the spell (caster level 2nd).

Familiar[edit]

Impettes can be used as familiars for lawful evil spellcasters with the Improved Familiar feat and at least caster level 3rd. Many progress and become full imps at 7th level spellcaster.



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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentAlways Lawful Evil +
AuthorEiji-kun +
Benefit- +
Challenge Rating1 +
EnvironmentA lawful evil-aligned plane +
Identifier3.5e Monster +
Level Adjustment— (Improved Familiar) +
PrerequisiteImproved Familiar, caster level 3rd. +
RatingUndiscussed +
SizeTiny +
SubtypeEvil +, Extraplanar + and Lawful +
TitleImpette +
TypeOutsider +