Imp, Jovial (3.5e Monster)
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Size/Type: | Tiny Outsider (Evil, Extraplanar, Lawful) |
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Hit Dice: | 2d8 (7 hp) |
Initiative: | +6 |
Speed: | 20 ft. (4 squares), fly 30 ft. (perfect) |
Armor Class: | 15 (+2 size, +2 Dex, +1 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: | +2/–4 |
Attack: | Cold Iron Claw +2 melee (1d3–1) |
Full Attack: | Cold Iron Claw +2 melee (1d3–1) and Cold Iron Kiss –3 melee touch (see below) |
Space/Reach: | 2-1/2 ft./0 ft. |
Special Attacks: | spell-like abilities |
Special Qualities: | damage reduction 5/chaos or good or silver, darkvision 60 ft., fast healing 1, resistance to fire 5 |
Saves: | Fort +2, Ref +4, Will +4 |
Abilities: | Str 9, Dex 13, Con 9, Int 11, Wis 12, Cha 19 |
Skills: | Bluff +11, Diplomacy +11, Disguise +11, Hide +14, Move Silently +6, Sense Motive +8, Spellcraft +5, Survival +6 |
Feats: | Improved Initiative |
Environment: | A lawful evil-aligned plane |
Organization: | Solitary, Clique (3-9) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always lawful evil |
Advancement: | 3–5 HD (Tiny) |
Level Adjustment: | — |
In its natural form, a jovial imp stands almost 2 feet tall and weighs about 12 pounds, covered in reddish skin with dark, bat-like wings jutting from its back and metallic nails and teeth. They are otherwise somewhat innocuous looking.
A jovial imp speaks Celestial, Common, Draconic, Infernal and Undercommon.
Combat[edit]
A jovial imp attacks with its ray of fire or ray of frost and attempts to keep distance from dangerous targets, pestering them as much as it can. It may try to align itself with powerful creatures to ensure its safety and isn't above groveling or providing services should its needs be met. If it feels too secure, it may cease to reign in its inherent natures.
A jovial imp’s natural weapons, as well as any weapons it wields, are treated as cold iron, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Cold Iron Kiss (Su): If a jovial imp makes a successful attack with its cold iron kiss, the target's DR/Cold Iron (if any) is reduced by half for 1 minute.
Spell-Like Abilities: At will—ray of fire/frost, prestidigitation, detect magic; 1/day—hypnotism (DC 15). Caster level 3rd. The DCs are Charisma-based.
Alternate Form (Su): A jovial imp can assume another form at will as a standard action. Each jovial imp can assume two forms from the following list: cat, goblin, halfling, raven, tiny viper and weasel. It can choose to shift form instead as a full-round action and do so in a disturbing and awkward way, forcing creatures who witness it within 30 feet to make a Fortitude save (DC 15) or be sickened for 2 rounds. The DC is Charisma-based.
A jovial imp gains a +2 competence bonus on Bluff, Diplomacy, Disguise and Sense Motive in any form.
Familiar[edit]
Jovial imps can be used as familiars for evil spellcasters with the Improved Familiar feat and at least caster level 3rd.
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Alignment | Always lawful evil + |
Author | Ganteka Future + |
Benefit | - + |
Challenge Rating | 1 + |
Environment | A lawful evil-aligned plane + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Prerequisite | Improved Familiar, caster level 3rd. + |
Rating | Undiscussed + |
Size | Tiny + |
Subtype | Evil +, Extraplanar + and Lawful + |
Title | Imp, Jovial + |
Type | Outsider + |