Imp
From NWNWiki
- This article is about the standard creature; for the familiar, see Imp (familiar).
Small but insidious devils often bound to the service of sorcerers and wizards, imps have a gleeful attraction to pranks, riddles, and bawdy jokes.
[edit] Statistics
Race: outsider
Alignment: lawful evil
Armor class: 18
Hit points: 13
Attack bonus: +8
Damage: 1d4 piercing damage, on-hit: quasit venom
Hit dice (level): 3
Challenge rating: 3
| Abilities | ||
|---|---|---|
| strength | 10 | |
| dexterity | 17 | |
| constitution | 10 | |
| intelligence | 10 | |
| wisdom | 12 | |
| charisma | 10 | |
| Saves | ||
|---|---|---|
| fortitude | 3 | |
| reflex | 6 | |
| will | 4 | |
Skills: hide (high), listen, move silently, search, spellcraft, spot
Feats: darkvision, dodge, weapon finesse, weapon proficiency (creature)
Blueprint: nw_imp (‡)
[edit] Special abilities
The imp has damage reduction 5/+1, fire resistance 20/-, and spell resistance 10, as well as immunity to poison. This creature regenerates 2 hit points per round.
The imp can cast magic missile at caster level 5 twice per day, and invisibility at caster level 6 thrice per day.

