Demon (Imp)
Passive
Active
- Summon (Like-Monster) +6
- Bite +8 : 3 (Venom)
- Maleficence +6 : 1d6 (Fire)
- Sting +8 : 3 (First Strike, Venom)
Phases
- Spirit Jar (Dying):
When the monster dies, its spirit returns to its native realm, or to a magical receptacle that binds it (see the monster's description). Once its spirit is thus vouchsafed, the monster may later reincarnate in the material realm after a specified period of time. Destroying the monster's spirit permanently requires A) killing the monster in its native realm, or B) performing a special ritual that binds the spirit in order to later exorcise it, at the GM's discretion.
Lore
TBD
Imps are creatures created in hell, from the fragments of other demons, or as manifestations of pernicious ideas.
When forced into service as a familiar, the Imp allows its master to see through its senses at any distance (provided the master and the Imp are on the same plane of existence), per the spell Share Senses, and confers the benefit of its skill proficiencies to its master. Spells may be cast through the Imp by its master (including those requiring touch), as the Imp becomes an extension of its master’s presence. The Imp also adopts the maleficence of its master, but always retains a fire maleficence of its own. If the Imp and the master have incompatible ethoi, then the Imp will always try to undermine its master (lying by omission, malicious compliance, etc, but it is unable to directly defy the master’s orders while under his service), and tempt him to do evil deeds. Roll randomly to determine its natural form: 1) Reptilian or Draconic 2) Appendage (e.g., disembodied eye or mouth), 3) Avian, 4) Insectoid, 5) Amphibian or Aquatic, 6) Mammalian, 7) Elemental, 8) Clockwerk, 9) Fungal/Vegetal, 10) Goblinoid, 11) Aberrant (such as an ooze or blood clot), or 12) Ethereal.
Unusual forms may confer other abilities or resistances, as specified in the monster’s variations.
