HP 14 (4d4 + 4; bloodied 7)
Speed 20 ft., fly 40 ft.
Proficiency +2; Maneuver DC 13
Skills Deception +4 (+1d4), Insight +3, Perception +3, Persuasion +4, Stealth +5
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Devil’s Sight. The imp’s penetrates magical darkness.
Ventriloquism. The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
Lawful Evil. The imp radiates a Lawful and Evil aura.
Magic Resistance. The imp has on against spells and magical effects.
Sting (Bite While Shapeshifted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Shapeshift. The imp magically changes its form into a rat (speed 20 ft.), raven (20 ft., fly 60 ft.), or spider (20 ft., climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Invisibility. The imp magically turns , along with any equipment carried. This invisibility ends if the imp makes an attack, falls , or dismisses the effect.
Whenever the imp attacks with its sting, it turns invisible immediately afterwards and then moves if it can. It might spend some turns hiding without attacking. It changes targets and tactics frequently, since it can be killed with a readied action or an area attack if it becomes too predictable. Once damaged, it hides invisibly. The imp sometimes uses its Ventriloquism ability to create confusion and miscommunication.
Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.
DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.
DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.
Imps are sniveling yet cunning devils with batlike wings and pointed tails. They are often found serving more powerful devils as messengers, or as familiars to mortal masters. Their diminutive size, ability to turn invisible or take the form of an animal, and innate devotion to those they serve makes imps the perfect spies.
1 Whispering poison into a mortal’s ear
2 Engaging the pious in philosophical debate, so as to sow doubt
3 Offers the party the information they seek, for a price
4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals
5 Hunting a mortal who defaulted on a deal
6 Imprisoned by ancient runes and seals; can’t leave its current general area
7 Guarding or otherwise serving a summoner
8 Guarding a sinister treasure, such as a forbidden book or cursed weapon
Wilderness and Underground Signs
1 A shrine to an archdevil, lit with black candles
2 Footprints, strangely warm to the touch
3 A waft of brimstone at a lonely crossroads
4 The remains of a humanoid who was clearly tortured to death
1 Statues of saints crying blood
2 Church bells magically fall silent
3 An infernal contract, as yet unsigned
4 Animals gather in large numbers, become aggressive, or die unexpectedly
Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters.
CR 0–2 ; 1d8
CR 3–4 ; 2 ; leading
CR 5–10 1 or 2 ; ; ; 2 or 3 ; , , or leading 2
Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a ; the fourth time, the cup breaks)
CR 11–16 , , , or , possibly with 1 or 2 ; 3 ; with 3
Treasure signed infernal contract that frees an evil soul from Hell if destroyed,
CR 17–22 ; , , , , or with 3 ; with 1d6 + 3 ; with
Treasure 3 rubies (5,000 gp each), of and ,
CR 23–30 with 1 to 3 or ; 4 or with , , or ; 2 or ; with 1d4 + 2
Treasure 1,300 pp, 2 , (named Artifice; acts as a but the trident can’t be disguised)
CR 31+ , possibly with 1d4 + 2 or ; with 3 or 4 ; 3 or 4
Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), of , ,
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as, are neither demons nor devils.