IMP


August 15th, 2018


The latest addition to the Bestiary is the imp, one of the most frustrating creatures many adventurers will ever encounter. Though not particularly life-threatening, imps are still an annoying and dangerous opponent if you earn the enmity of one, thanks to their ability to fly and to turn invisible at-will.

This was a difficult one because the Pathfinder imp has more special abilities and spells of higher level than the Starfinder Alien Archive allows for a CR 2 creature. Rather than drastically increasing the CR, I created the Little adjustment special ability, which is intended to have sort of the opposite effect of the Brute special ability. This, along with the decreased reach from being tiny, allowed me, in my opinion, the leeway needed to justify the imp's rather powerful spell-like and defensive abilities. The imp might still make for a difficult CR 2, but I'm not certain without testing it. I might consider giving it another adjustment special ability called Fewer Hit Points to further offset the other defensive abilities by reducing its HP by 20%, and to get closer to the 16 HP a Pathfinder imp possesses.


IMP


This tiny, red devil flits through the air on black wings, its barbed tail swishing. Long, curled horns go straight back from its head, and it wears a tiny goatee and a fiendish smile.


IMP                                                       CR 2

XP 600

LE tiny outsider (devil, evil, extraplanar, lawful)

Init +4; Senses see in darkness; Perception +7

DEFENSE

HP 21

EAC 12; KAC 13

Fort +1; Ref +5; Will +3

Defensive Abilities fast healing 2 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10


OFFENSE

Speed 20 ft., fly 60 ft. (perfect)

Space 2-1/2 ft.; Reach 0 ft.

Melee tail +7 (1d4 P plus poison)

Ranged azimuth laser pistol +5 (1d4 F)

Spell-Like Abilities (CL 6th)

Constant- detect good, detect magic

At will- invisibility (self only)

1/day- augury, suggestion (DC 14)

1/week- commune (6 questions, CL 12th)


STATISTICS

Str +0; Dex +4; Con +0; Int +1; Wis +0; Cha +2

Skills Acrobatics +12, Bluff +7


ECOLOGY

Environment any (Hell)

Organization solitary, pair, or flock (3-10)


SPECIAL ABILITIES

Imp Poison (Ex)

Type- poison (injury); Save Fortitude DC 13;

Track Dexterity; Frequency 1/round for 6 rounds

Cure 1 save


One of the most infamous devils, and perhaps the one most frequently seen on the Material Plane, imps are conniving tricksters whose greatest delight is the corruption of good aligned mortals. Imps are one of the least powerful of the devils, but they are nonetheless one of the most effective in corrupting souls.

In ages past, many imps were known to offer their services as familiars to spellcasters. They still enjoy going to the mortal realms where they might become advisers to space pirate captains, helpers to librarians of eldritch lore, or traveling companions of spellcasting adventurers. They can often be helpful spies and useful sources of information of many kinds, but always with a price, and that price can often be the gradual slide of anyone who associates with them toward an a lawful evil alignment, sometimes completely unknowingly.

Imps are around 2 feet tall, with a wingspan 3-foot wide, and they usually weigh around 10 pounds. Not all imps look alike, but most of the time they take on a red-hue and the features of a humanoid male.


NEW ADJUSTMENT SPECIAL ABILITY


Little

Requirement: tiny sized or smaller

Determine the NPC's main attack's damage as if the NPC's CR were 2 lower. This grants an additional special ability when building the monster, or allows more flexibility with the creature's special abilities and spells.


NEW CONVERTED SPELL


Commune

Level: mystic 4

School: divination

Casting Time: ten minutes

Range: personal

Duration: 1 round/level

Description

You contact your deity-or agents thereof-and ask questions that can be answered by a simple yes or no. (A mystic of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

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Dan Ficklin / Gamemaster and Writer/ All rights reserved
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