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Anwyn

Novus 2nd Edition

Novus 1st Edition

Imp

Lvl: 3 Hits: 56 Move: 5’; 10’ flight
DEF: 19 AR: 10  
Attacks: 12 Claws (8); 12 Tail (7)*
Stats: Chr: 3(-3)/2; Con: 21(3)/8; Dex: 19(3)/8;
  Int: 14(1)/6; Spd: 16(2)/7; Str: 9(-1)/4;
  Will: 7(-1)/4; Wis: 18(2)/7
Skills: Perc. (7); Stealth (10); Tracking (7)
Size: 2’-3’ tall; 30-40 lbs
# Enc: 1-4

Abilities:

  • Invisibility
  • Sense Magic by sight (range: 20’)
  • Regeneration (1 hit per hour)
  • Shape change: any small animal, 1x day
  • Poison*: Deals 1-5 (roll d10/2, rounded up) damage for each of 1-10 rounds. Save vs. Con for 1/2 damage.

Imps have tough leathery skin and small, but functional bat-like wings. They have slightly bulbous heads with long pointy ears and sinister facial features. Their bodies are often covered with tiny barbs and spikes, and their hands and feet end in wicked, razor sharp claws. And to top it all off, they have long, thin, prehensile tail that ends in a barbed stinger that has potent venom.

Imps are prized as superior familiars because they are among the most versatile of the lesser Devils. They can fly, and turn invisible at will (they turn visible when making attacks). Once per day, they can shape change into any small animal that does not exceed 3’ in either height or length. They can sense magic with a normal Perception roll at ranges of up to 20’ and they regenerate 1 hit worth of damage each hour.

Some Imps even know how to use weapons that have been scaled down to their size (does 1 point less damage than Halfling sized weapons).

The Imp can also, no more than once per month, provide its master with the given name of any one lesser Devil. However, they cannot provide the names of greater Devils like Alastors and Grimalkin can.