Gaming
 

Imp (familiar)

From NWNWiki

Imp portrait

Imps are sneaky creatures, capable of using poison and magic against their opponents. 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 (including the size modifier)
Hit points: 3 to 170
Attack bonus: +6 to +40/+35/+30/+25
Damage:
at level 1: 1d4 piercing damage, on-hit: quasit venom
at level 40: 1d8 + 5 piercing damage, on-hit: quasit venom

Hit dice (level): 1 to 40
Challenge rating: 1 to 27

Abilities
  strength 10
dexterity 17
constitution 8
intelligence 10
wisdom 12
charisma 10

Saves
  fortitude 1 to 21
reflex 5 to 25
will 3 to 23

Skills: hide, listen, move silently, search, spot (No skills improve after level 30.)
Feats: darkvision, dodge, weapon finesse, weapon proficiency (creature), toughness (at level 15)

Blueprint: nw_fm_imp01 to nw_fm_imp40 (‡)

[edit] Special abilities

Imp familiars are immune to mind-affecting spells and poison. They have fire resistance 20/-, as well as damage reduction, regeneration, and spell resistance that increases with their master's level. They eventually can cast invisibility with a caster level equal to their hit dice, up to a maximum caster level of 15, and at later levels their natural weapon (a sting) gets an enhancement bonus. Their sting improves to 1d6 base damage at level 35, and to 1d8 at level 40.

master
level
sting
enhancement
damage
reduction
regeneration spell
resistance
invisibility
1   5/+1 +2 10  
5   5/+1 +2 12 1x/day
10   5/+1 +2 14 1x/day
15 +2 5/+1 +2 16 2x/day
20 +3 5/+2 +3 18 2x/day
25 +4 5/+3 +3 18 2x/day
30 +5 5/+4 +4 18 2x/day