Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
Speed 20 ft., fly 50 ft. (perfect)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.
Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.
Imp Consular One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.
An imp consular can be summoned via the Improved Familiar feat by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.