Shadow Imp (3.5e Creature)
This tiny devil looks to be composed of living shadow. It's sharp, angular features and smokey, batlike wings hint at the darkness hidden within.
Size/Type: | Tiny Outsider (Extraplanar, Evil, Lawful) |
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Hit Dice: | 1d8 (5 hp) |
Initiative: | +6 |
Speed: | 20 ft., fly 60 ft. (good) |
Armor Class: | 18 (+2 size, +3 natural, +3 Dex), touch 15, flat-footed 15 |
Base Attack/Grapple: | +1/-6 |
Attack: | Claw +8 melee (1d2-1) |
Full Attack: | Claw +8 melee (1d2-1), claw +8 melee (1d2-1), bite +8 melee (1d3-1) |
Space/Reach: | 2-½ ft./0 ft. |
Special Attacks: | Sneak attack, spell-like abilities |
Special Qualities: | Alternate form, fast healing 1 (while in shadows or darkness), fire resistance 5, hide in plain sight, immunity to cold and poison, shadow sight |
Saves: | Fort +4, Ref +10, Will +4 |
Abilities: | Str 9, Dex 17, Con 11, Int 15, Wis 11, Cha 16 |
Skills: | Bluff +10, Diplomacy +10, Hide +21, Knowledge (any one) +9, Listen +8, Move Silently +21, Search +9, Spellcraft +9, Spot +8, Survival +8 (+10 when following tracks) |
Feats: | Craven, Darkstalker (B), Weapon Finesse (B) |
Environment: | The Plane of Shadow |
Organization: | Solitary |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Always Lawful Neutral or Lawful Evil |
Advancement: | 3-9 HD (Tiny) |
Level Adjustment: | +3 (cohort) (Improved Familiar) |
Shadow imps are lesser devils that act as spies for their masters, and are physically weaker even than their more traditional breathren. While they make up for this by being a bit more clever and insidious, they are nevertheless a cowardly fiend who prefers to run and hide when confronted by anyone that could put up a real fight.
Combat
Shadow imps are a craven and cowardly devil that, unlike most devils, inhabits the plane of shadow where it borders Baator. When confronted by an opponent of equal or greater power, their first instinct is to run and hide, only to attack from the shadows with their spell-like abilities. If cornered and forced to fight, they rely on a hit-and-run tactic where they swoop in, attempt to sneak attack, then swoop back out before their opponent has a chance to strike back.
Alternate Form (Su): Shadow imps can assume the form of a black adder, black cat, crow, goat, rat, or monstrous spider at will as a standard action. This ability functions much like the polymorph spell (cast at the 12th level of ability), except that a shadow imp does not regain hit points when changing form.
Hide in Plain Sight (Ex): Partially composed of living darkness, shadow imps can use the Hide skill even when being observed. As long as it is within 10 feet of some sort of shadow or darkness, the shadow imp can hide himself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.
Shadow Sight (Ex): Shadow imps can see in darkness, even magical darkness, as if it were a bright, sunny day.
Sneak Attack (Ex): Shadow imps can sneak attack as a rogue of the same HD, but only when attacking with their natural weapons. This gives them a sneak attack total of 3d6+5 by default.
Spell-Like Abilities (Sp): At will — blur, darkness, detect good, detect magic, ghost sound; 5/day — blacklight, shadow walk, 3/day — greater invisibility; 1/day — gaseous form. Caster level 12th. The save DC is Charisma-based.
Shadow Imps as Player Characters
Shadow imp players get the following racial traits.
- Str -2, Dex +6, Int +4, Cha +6.
- Tiny size.
- A shadow imp's base speed is 20 feet, but they also gain a fly speed of 60 feet (good).
- Shadow Sight (Ex): Shadow imps can see in darkness, even magical darkness, as if it were a bright, sunny day.
- Racial Skills: Shadow imps gain a +8 racial bonus to Hide and Move Silently checks, and a +6 racial bonus to Bluff, Listen, and Spot.
- Racial Feats: Darkstalker and Weapon Finesse.
- +3 natural armor bonus.
- Alternate Form (Su): Shadow imps can assume the form of a black adder, black cat, crow, goat, rat, or monstrous spider at will as a standard action. This ability functions much like the polymorph spell (cast at the 12th level of ability), except that a shadow imp does not regain hit points when changing form.
- Hide in Plain Sight (Ex): Partially composed of living darkness, shadow imps can use the Hide skill even when being observed. As long as it is within 10 feet of some sort of shadow or darkness, the shadow imp can hide himself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.
- Sneak Attack (Ex): Shadow imps can sneak attack as a rogue of the same HD, but only when attacking with their natural weapons.
- Spell-Like Abilities: At will — blur, darkness, detect good, detect magic, ghost sound; 5/day — blacklight, shadow walk, 3/day — greater invisibility; 1/day — gaseous form. Caster level equals their HD, and their saving throw DCs are Charisma-based.
- Fast Healing: Shadow imps heal 1 point of damage every round while in areas of dim illumination or darker.
- Immunities: Shadow imps are immune to poison and cold, and have fire resistance 5.
- Natural Weapons: 2 claws (1d2) and bite (1d3).
- Automatic Languages; Common, Infernal. Bonus Languages: Any except Celestial.
- Favored Class: Rogue.
- Level Adjustment: +3.
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