Home >Game Mastering >Bestiary >Creatures by Type >Outsiders >Devils >

Devil, Imp (3pp)

Imp CR 2 (Expert)

XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect alignment, see in darkness; Perception +7


HP 23
EAC 13; KAC 14
Fort +1; Ref +3; Will +5
Defensive Abilities fast healing 2; DR 5/good or silver; Immunities fire, poison; Resistances acid 10, cold 10


Speed 20 ft., fly 50 ft. (Ex, perfect)
Melee stinger +9 (1d4+4P plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 2nd)
1/dayinvisibility (self only), suggestion (DC 15)


Str +0; Dex +4; Con +0; Int +1; Wis +1; Cha +2
Skills Acrobatics +12, Bluff +7, Mysticism +7, Sense Motive +7, Stealth +12
Languages Common, Infernal; telepathy 100 ft.
Other Abilities change shape (bat, rat, raven, spider)


Environment any (Nine Hells)
Organization solitary, pair, or flock (3-10)

Devils are the legions of fallen angels that come from the infernal realm known as Hell. These diabolic fiends seek to manipulate and dominate mortal creatures in their long-term goal to rule the cosmos. Devils corrupt mortal souls and drag them down to Hell where they are transformed into more devils to serve in their constant battle against the forces of Heaven.

Devils have a highly structured and organized society. Every devil knows its place in the hierarchy of Hell. The higher-ranking devils not only have greater infernal abilities and are more physically powerful, but are also more cunning in what evil they perform.

Devils believe in following the rules. They will often bend the rules in a manner suitable to their needs, but they will never outright break any rules. Nor will they break their word, once given. A devil will speak in half-truths and cunningly-worded phrases, but when they say they will so something, they will do exactly that.

Devils react coolly, rationally, and in a calculated manner. They do not tend to act emotionally, but the stories of infernal rages are well known to cause great destruction. They delight in inflicting misery on others as a means of crushing the will of a mortal and eventually gaining access to the mortal soul.

Imp Venom

Type poison (injury); Save Fortitude DC 13

Track Dexterity; Frequency 1/round for 6 rounds

Cure 2 consecutive saves

Imps are vicious, manipulative fiends that make up the least powerful ranks of the infernal legions.

They serve as tempters and lackeys to mortals whom devils want groomed to the side of evil. Imps delight in the opportunity to leave Hell and tempt a mortal to evil. Many evil spellcasters can be found with an imp in their company, serving as a “familiar.”

Although they can alter their form into that of any tiny animal, an imp normally appears as a tiny, redskinned humanoid with a pair of black wings and a long tail ending in a poisonous stinger. An imp stands about 2 feet tall and weighs only 8 pounds (1 bulk).

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.