Spellbook Imp (3.5e Creature)
Spellbook Imp
Size/Type: | Tiny Outsider (Evil, Extraplanar, Lawful) |
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Hit Dice: | 3d8 (13 hp) |
Initiative: | +3 |
Speed: | 20 ft. (4 squares), fly 50 ft. (perfect) |
Armor Class: | 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17 |
Base Attack/Grapple: | +3/–5 |
Attack: | Claw +8 melee (1d4) |
Full Attack: | 2 Claws +8 melee (1d4) |
Space/Reach: | 2-1/2 ft./0 ft. |
Special Attacks: | spell-like abilities |
Special Qualities: | Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Spell Knowledge, Channel Spell |
Saves: | Fort +3, Ref +6, Will +4 |
Abilities: | Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 |
Skills: | Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) |
Feats: | Dodge, Weapon Finesse |
Environment: | A lawful evil-aligned plane |
Organization: | Solitary |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always lawful evil |
Advancement: | 4–6 HD (Tiny) |
Level Adjustment: | — (Improved Familiar) |
Spellbook Imps are very similar to the typical Imp most adventurers are used to encountering. In its natural form, a Spellbook Imp stands almost 2 feet tall and weighs about 8 pounds. The one standout difference is the lack of a stinger on their tail, instead they have wicked claws on the ends of their hands.
The insidious work of a Spellbook Imp is that of tempter and corrupter. They try to steer their mortal master to evil ends and dark magics. The end goal of every Spellbook Imp is to ensure that the soul of their mortal master goes to the lower planes where it is collected by their immortal master, a dark demon named Venalis. Venalis sells the services of his Spellbook Imp minions to mortal mages for what seems a pittance and then collects their souls for his dark purposes.
COMBAT
Spellbook imps, like their cousins, are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility, Channel Spell and Alternate Form qualities. In its natural form, an imp attacks with its claws, preferring channel an offensive spell into its claws and then attack. It quickly flies out of reach if a foe manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Spell Knowledge: A spellbook imp's main purpose is to store spells for its master. A Spellbook Imp can store any amount of spells but onlly has personal access to spells of up to 2nd level. Whenever its master wishes to learn spells they enter into a communion of minds in which the Spellbook Imp imparts the knowledge of the spells directly into its masters mind. This takes the same amount of time as memorizing spells does out of a normal spellbook. Spellbook Imps knowlegde of spells gives their master a +4 to checks made to learn new spells and +2 to checks on creating new spells.
Channel Spell: A spellbook imp may channel spells through their claws. Only spells of 2nd level or lower may be channeled. Typical spells are offensive in nature. If the spellbook imp hits with a touch attack the spell discharges into their foe, the claws themselves are resolved against the opponents normal AC.
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