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Monsters

Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

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Imp - Imp, Greater - Imp, Superior

IMP
  Tiny Outsider (Chaotic, Extraplanar, Evil, Fel)
Hit Dice: 1d8 (+3 Toughness) (7 hp)
Initiative: +6 (+2 Agy, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/-8
Attack: Claw +2 melee (1d3-1)
Full Attack: 2 claws +2 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood pact, spell-like abilities
Special Qualities: Agile, lesser fel traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15
Skills: Bluff +6, Climb +6*, Jump +6*, Knowledge (arcana) +4, Listen +2, Spot +2, Stealth +6 (+14 when hiding)
Feats: Improved Initiative, Toughness
Environment: Twisting Nether
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Chaotic evil
Advancement: 2-3 HD (Tiny)
Level Adjustment: +0 (cohort)

Imp Note: These statistics are reverse-engineered from the basic statistics presented in the White Wolf Games adventure, "Bones of Ironforge", with a few added details added as speculation.

Imps are among the smallest minions of the Burning Legion - and also the chattiest. They are foul sprites formed of the Twisting Nether, closely tied with the element of fire (though they are not truly elementals). They live for destruction, and thus tolerate service to arcanists who summon them - but they also prefer to simply have the freedom to destroy what they wish, when they wish, and thus quite often hurl insults and jeers at their own masters. (They just might resort to speaking in obscure dialects of lost worlds while doing so, so that no one can actually understand what they're saying.)

In appearance, they look like tiny, twisted goblinish men with horns and spaded tails, clothed in green flame, forever bouncing and dancing about maniacally - with perpetually humorless grins and balefully glowing eyes.

A typical imp stands about 3 feet tall, and weighs a mere 30 lbs.

COMBAT
Left to its own devices in the material plane, an imp would go on a crazy, fiery rampage, cavorting about and setting fire to anything (or anyone) that will burn. An imp's worst "fear" is that of boredom, and though it might complain if it is left to fight an enemy on its own, it has very little sense of self- preservation ... only that a premature death might deprive it of the fun of further destruction.

As imps are physically weak and unimposing in melee combat, they rely almost exclusively on their ranged firebolt ability - toasting a target at range. They also aren't terribly bright - so if a target happens to be immune to fire, an imp will probably still try for some time to keep attacking it, until it is distracted by a more inviting target (i.e., something else attacks it, or gets closer), or until it is ordered by a master.

Agile (Ex): An imp's Climb and Jump abilities are Agility-based rather than Strength-based.

Blood Pact (Su): All allies within 20' of the imp gain a +1 enhancement bonus to Stamina. This effect fades away if the recipient spends one full round outside of this radius - but returns again once the recipient is again in range. The imp does not gain this benefit itself, nor do other imps within range.

(Advancement note: The bonus is based on the imp's hit dice, and improves for imps with hit die advancement, to +2 at 5 hit dice, and +3 at 10 hit dice. Radius is 10' per Charisma bonus of the imp, minimum radius 10'.)

Spell-Like Abilities: Up to five times per day - firebolt, lesser (DC 13). Caster level 1st. The Save DCs are Charisma-based.

Lesser Fel Traits: Imps inherit all traits as a lesser fel creature.

Carrying Capacity: A light load for a lesser imp is up to 13 pounds; a medium load, 14-26 pounds; and a heavy load, 27–40 pounds. An imp can drag 200 pounds.


IMP, GREATER
  Tiny Outsider (Chaotic, Extraplanar, Evil, Fel)
Hit Dice: 2d8 (+3 Toughness) (12 hp)
Initiative: +6 (+2 Agy, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +2/-7
Attack: Claw +3 melee (1d3-1)
Full Attack: 2 claws +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lesser firebolt
Special Qualities: Agile, blood pact, lesser fel traits, phase shift
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15
Skills: Bluff +7, Climb +7*, Jump +7*, Knowledge (arcana) +5, Listen +3, Spot +3, Stealth +7 (+15 when hiding)
Feats: Improved Initiative, Toughness
Environment: Twisting Nether
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Chaotic evil
Advancement: 3 HD (Tiny)
Level Adjustment: +0 (cohort)

Imp Note: This is an advanced version of the "imp" statistics speculated above, improved to 2 HD.

Imps are among the smallest minions of the Burning Legion - and also the chattiest. They are foul sprites formed of the Twisting Nether, closely tied with the element of fire (though they are not truly elementals). They live for destruction, and thus tolerate service to arcanists who summon them - but they also prefer to simply have the freedom to destroy what they wish, when they wish, and thus quite often hurl insults and jeers at their own masters. (They just might resort to speaking in obscure dialects of lost worlds while doing so, so that no one can actually understand what they're saying.)

In appearance, they look like tiny, twisted goblinish men with horns and spaded tails, clothed in green flame, forever bouncing and dancing about maniacally - with perpetually humorless grins and balefully glowing eyes.

A typical imp stands about 3 feet tall, and weighs a mere 30 lbs.

COMBAT
Left to its own devices in the material plane, an imp would go on a crazy, fiery rampage, cavorting about and setting fire to anything (or anyone) that will burn. An imp's worst "fear" is that of boredom, and though it might complain if it is left to fight an enemy on its own, it has very little sense of self- preservation ... only that a premature death might deprive it of the fun of further destruction.

As imps are physically weak and unimposing in melee combat, they rely almost exclusively on their ranged firebolt ability - toasting a target at range. They also aren't terribly bright - so if a target happens to be immune to fire, an imp will probably still try for some time to keep attacking it, until it is distracted by a more inviting target (i.e., something else attacks it, or gets closer), or until it is ordered by a master.

Agile (Ex): An imp's Climb and Jump abilities are Agility-based rather than Strength-based.

Blood Pact (Su): All allies within 20' of the imp gain a +1 enhancement bonus to Stamina. This effect fades away if the recipient spends one full round outside of this radius - but returns again once the recipient is again in range. The imp does not gain this benefit itself, nor do other imps within range.

(Advancement note: The bonus is based on the imp's hit dice, and improves for imps with hit die advancement, to +2 at 5 hit dice, and +3 at 10 hit dice. Radius is 10' per Charisma bonus of the imp, minimum radius 10'.)

Lesser Firebolt (Sp): An imp may cast firebolt, lesser (More Magic & Mayhem), as a standard action, as a 2nd level arcanist, up to five times per day. The imp may hurl a firebolt at any character within 110'; it hits automatically, and deals 2d4 points of fire damage (half on a DC 13 Reflex save). If the target fails the save, it takes 1 point of fire damage each round for the next 4 rounds.

Phase Shift (Sp): An imp may cast phase shift (Magic & Mayhem) once per day, as a standard action, as a 2nd level arcanist.

Lesser Fel Traits: Imps inherit all traits as a lesser fel creature.

Carrying Capacity: A light load for a lesser imp is up to 13 pounds; a medium load, 14-26 pounds; and a heavy load, 27–40 pounds. An imp can drag 200 pounds.


IMP, SUPERIOR
  Tiny Outsider (Chaotic, Extraplanar, Evil, Fel)
Hit Dice: 3d8 (+3 Toughness) (16 hp)
Initiative: +6 (+2 Agy, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Claw +4 melee (1d3-1)
Full Attack: 2 claws +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lesser firebolt
Special Qualities: Agile, blood pact, fire shield, lesser fel traits, phase\ shift
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15
Skills: Bluff +7, Climb +7*, Jump +7*, Knowledge (arcana) +5, Listen +3, Spot +3, Stealth +7 (+15 when hiding)
Feats: Dodge, Improved Initiative, Toughness
Environment: Twisting Nether
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Chaotic evil
Advancement: -
Level Adjustment: +0 (cohort)

Imp Note: This is an advanced version of the "imp" statistics speculated above, improved to 3 HD.

Imps are among the smallest minions of the Burning Legion - and also the chattiest. They are foul sprites formed of the Twisting Nether, closely tied with the element of fire (though they are not truly elementals). They live for destruction, and thus tolerate service to arcanists who summon them - but they also prefer to simply have the freedom to destroy what they wish, when they wish, and thus quite often hurl insults and jeers at their own masters. (They just might resort to speaking in obscure dialects of lost worlds while doing so, so that no one can actually understand what they're saying.)

In appearance, they look like tiny, twisted goblinish men with horns and spaded tails, clothed in green flame, forever bouncing and dancing about maniacally - with perpetually humorless grins and balefully glowing eyes.

A typical imp stands about 3 feet tall, and weighs a mere 30 lbs.

COMBAT
Left to its own devices in the material plane, an imp would go on a crazy, fiery rampage, cavorting about and setting fire to anything (or anyone) that will burn. An imp's worst "fear" is that of boredom, and though it might complain if it is left to fight an enemy on its own, it has very little sense of self- preservation ... only that a premature death might deprive it of the fun of further destruction.

As imps are physically weak and unimposing in melee combat, they rely almost exclusively on their ranged firebolt ability - toasting a target at range. They also aren't terribly bright - so if a target happens to be immune to fire, an imp will probably still try for some time to keep attacking it, until it is distracted by a more inviting target (i.e., something else attacks it, or gets closer), or until it is ordered by a master.

Agile (Ex): An imp's Climb and Jump abilities are Agility-based rather than Strength-based.

Blood Pact (Su): All allies within 20' of the imp gain a +1 enhancement bonus to Stamina. This effect fades away if the recipient spends one full round outside of this radius - but returns again once the recipient is again in range. The imp does not gain this benefit itself, nor do other imps within range.

(Advancement note: The bonus is based on the imp's hit dice, and improves for imps with hit die advancement, to +2 at 5 hit dice, and +3 at 10 hit dice. Radius is 10' per Charisma bonus of the imp, minimum radius 10'.)

Fire Shield (Sp): An imp may cast fire shield (World of Warcraft Core Book), as a standard action, as a 3rd level arcanist, up to three times per day. This can only be used to create a "warm" shield that deals fire damage to those who attack the recipient, and the imp cannot cast this on itself or on any other imp.

Lesser Firebolt (Sp): An imp may cast firebolt, lesser (More Magic & Mayhem), as a standard action, as a 3rd level arcanist, up to five times per day. The imp may hurl a firebolt at any character within 110'; it hits automatically, and deals 3d4 points of fire damage (half on a DC 13 Reflex save). If the target fails the save, it takes 1 point of fire damage each round for the next 4 rounds.

Phase Shift (Sp): An imp may cast phase shift (Magic & Mayhem) once per day, as a standard action, as a 2nd level arcanist.

Lesser Fel Traits: Imps inherit all traits as a lesser fel creature.

Carrying Capacity: A light load for a lesser imp is up to 13 pounds; a medium load, 14-26 pounds; and a heavy load, 27–40 pounds. An imp can drag 200 pounds.


Lesser Fel Traits
The lesser fel subtype conveys the following traits (unless otherwise noted in a creature's entry).
  • Immunity to death effects, fire, necromantic effects, and poison.
  • Resistance to acid 5, cold 5, and electricity 5.
  • Name Vulnerability (Ex): A lesser fel creature takes double damage from a weapon inscribed during its forging with that creature's name.
  • Blindsight (Su): Lesser fel creatures have an arcane awareness of the physical world that allows them to perceive objects and creatures within 60 feet.
  • Innate Magic (Ex): Fel creatures with levels in a spellcasting class add their outsider HD to their caster level. This does not give them additional known spells or spells per day. If a fel creature has more than one spellcasting class, it must choose one class to which this bonus applies.
  • Mortal Tongues (Su): Intelligent lesser fel creatures can speak with any creature that has a language, as though using tongues by a 14th-level arcanist. This ability is always active. (The creature, however, may choose to deliberately suppress it as a free action.)
  • See in Darkness (Su): Lesser fel creatures can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Spell-Like Abilities (Sp): Unless otherwise stated, fel spell-like abilities are as cast by an arcanist of a level equal to the fel creature's Hit Dice. Fel creatures with the spell-like ability to plane shift or gate can use it only for travel to and from the Twisting Nether. They cannot enter other planes, summon monsters through a gate, or use plane shift to transport others against their will.
  • Fel Vulnerability (Ex): Fel creatures are subject to all hostile effects that would normally affect creatures with the demon, outsider, or unholy sub-type.


Design Notes
The statistics presented here for an imp are a stopgap measure to allow for classes that can summon fel companions to actually summon something of a low hit die total. It is "reverse-engineered" from the imp presented in the "Bones of Ironforge" web supplement provided by White Wolf Games - though these were incomplete statistics, so I made several guesses on how to fill in the gaps.

The "lesser fel traits" are meant to address the very high resistances that would otherwise be gained - and that I doubt an imp should be striking any more terror into the heart of an onlooker than a monster of equivalent strength would.


Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

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