Demons
IMP
IMP
Small evil sentient demon (5d6)
Mischievous servants of evil.
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MAG 10 (4d6)
MELEE DEFENCE 12
RANGED DEFENCE 17
MENTAL DEFENCE 20
VITAL DEFENCE 10
HEALTH 15
SOAK 3 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison
INITIATIVE 5d6
PERCEPTION 5d6; truesight
SPEED 5; FLY+ 10; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)
REACH 5-ft
ACTIONS 2
Claw 3d6 (2d6+2 piercing/unholy damage)
Fire spittle 4d6 (2d6 fire damage; range 8)
Skills bluffing 3 (2d6), stealth 3 (2d6), thievery 3 (2d6), perception 3 (2d6), religion 6 (3d6), bluffing 4 (2d6), perception 3 (2d6)
Gear -
Invisibility. Once per day an imp can turn itself invisible for up to five minutes.
Demonic traits
Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique.
- Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight.
- Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years.
- Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver.
- A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack.
- Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight.
- Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.