Ygracix

Level 1
Creature· devilTinyLegacy
AC
17
HP
63
Speed
20 ft.
Perception
+7
Fort
+5
Ref
+9
Will
+7
Immunities fire
Resistances physical 3, poison 5
Weaknesses holy 3
Languages common, diabolic
Senses greater-darkvision
Skills acrobatics +7, deception +7, arcana +6, religion +5
Other Speeds fly 30 ft.
Recall Knowledge DC 15 (religion)

Attacks

Melee Stinger +9 (agile, evil, finesse, magical, unholy), Damage 1d4-1 piercing plus 1d4 spirit

Abilities

Greater Darkvisioninteraction
Telepathy (Touch)interaction
Change Shape
  • Boar
  • Size Medium
  • Scent (Imprecise) 30 feet
  • Speed 40 feet
  • Melee tusk // (finesse), Damage (1d10-1)[piercing] damage
  • Giant Spider
  • Size Medium
  • Speed 25 feet, climb 25 feet
  • Melee fangs // (finesse, poison), Damage (1d6-1)[piercing,1d4 poison]
  • Rat
  • Scent
  • Speed 20 feet
  • Melee jaws // (agile, finesse), Damage 1[piercing] damage
  • Raven
  • Scent
  • Speed 10 feet, fly 40 feet
  • Melee beak // (finesse), Damage 1[piercing] damage

Diabolic Healing

Frequency once per round.


Effect The imp regains 1d6 healing Hit Points.

Imp Venom

Saving Throw DC 16 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Clumsy 1 (1 round)

Stage 2 1d6 poison damage, clumsy 1, and Slowed 1 (1 round)

Infernal Temptation

Frequency once per day.


Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted.

If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by Wish or similar magic.

Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master's soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.