Imp

Imps were vicious, manipulative fiends that comprised the least powerful ranks of the infernal legions. They were considered minor, non-baatezu devils, serving as tempters and lackeys to mortals whom devils wanted groomed to the side of evil.

Description
Although imps could take the form of various animals, their natural forms were those of approximately tall humanoids that weighed about 8 lb (3.6 kg). A large variety of colorations existed for imps, but the most common one was dark red. They fluttered through the air on their leathery, bat-like wings and their tails ended in fearsome stingers. Their horns were small, sharp, and twisting, gleaming white along with their fangs.

Personality
The mind of an imp was both insidious and duplicitous, delighting in the corruption of mortals through trickery and temptation. Imps were masters of flattery, coercing others into acts of lawful evil through wheedling service due to lacking the intimidating presence held by other devils. When not outright trying to corrupt, they engaged in unscrupulous mischief, such as swiping valuables. Regardless of the fawning façade they upheld, imps were ultimately at the service of their infernal lords and viewed their worldly masters as tools.

At the same time, their obedience to their leaders in Hell was rooted in craven pragmatism rather than genuine loyalty. Even though they were always at the service of another, whether a devil or mortal, imps were still independent creatures with ambition that belied their small size and sycophantic demeanor. Their true desire was like that of most devils, to advance beyond their current station and obtain a position of power, and offering them the chance to do so was the only way to obtain their true loyalty, if only temporarily. When provided with positions of power, their helpful personas faded away to reveal the authority abusing tyrants they kept hidden.

Abilities
While within their natural forms, imps fought with their venomous tails, piercing the skin and injecting a potentially fatal toxin into their assailants. If needed however, imps could polymorph into a variety of beast forms and individuals often had either one or two of them. Such forms were physically identical to normal animals and still allowed the imp to use their venom, although filtered through the animal's bite. Common animal forms for imps included that of a spider, rat, boar, raven or goat, although within raven and goat form they lacked the ability to use their venom. Whether in their natural forms or in the form of animal, imps retained their various magical abilities. They could turn invisible, and detect the presence of either magic or good at will. They also had the ability to use the suggestion spell once per day. Imps were strangely durable creatures, healing from injuries with supernatural speed, and resisting fire, cold, poison, magic and electric-based abilities. Only silver or enchanted weapons were effective against an imp.

So long as an imp served as a familiar its master obtained certain benefits through the imp sharing its power. A telepathic link was established between the two so long as they were only a mile apart, allowing the caster to share senses with the imp, including its infravision, and empowering the master's spellcasting abilities. An imp closer to its master also granted them their regenerative abilities and resistance to magic. On the other hand, an imp separated from their master became weaker than normal, and the death of the imp could cause them to take a severe loss in ability. When serving as familiars imps were also given the power to request wisdom from the archdevils, contacting them to ask six questions with a power similar to the commune spell. The bond between an imp familiar and its master was established through a contract and violating the services of the deal caused an imp to retract its service and all benefits thereof.

Combat
Although durable, imps were cowardly creatures that did battle only if necessary. When fighting, imps relied on the element of surprise, first turning invisible or entering animal form. From there, they waited for an opportunity to strike, such as the enemy becoming distracted, before striking and escaping from reach. Imps would immediately flee if a battle was no longer going in their favor, but the exception to this rule was when their mortal charges were in danger. This apparent loyalty however was mere illusion, as an imp was only concerned with keeping their ticket to promotion and connection to the mortal realm.

Society
Imps frequently acted as manipulators in mortal lands, tempting the greedy, gullible, or foolish into maliciously manipulative acts so as to corrupt them, ensuring a continuous supply of souls for the archdevils in the Nine Hells. While physically weak compared to some lesser devils, imps were envied as the successful temptation of mortals to acts of evil was one of the surest paths to further promotions.

In addition to serving more powerful devils or evil spellcasters, imps were found in service to Deep Duerra, the duergar goddess.

Many evil spellcasters could be found with an imp in their company, serving as a familiar. Once this was done, the imps would immediately attempt to take control of their "master's" actions, via a telepathic link.

Varieties
Bloodbag imp • Euphoric imp • Filth imp • Shadow imp

Notable Imps

 * Druzil
 * Invidoo
 * Cespenar

Appearances

 * Novels
 * Curse of the Shadowmage • King Pinch • Canticle • In Sylvan Shadows • The Fallen Fortress • The Chaos Curse • Passage to Dawn • Sword Play • Charon's Claw • Soldiers of Ice • The City of Ravens
 * Computer games
 * Baldur's Gate II: Shadows of Amn • Baldur's Gate II: Throne of Bhaal • Icewind Dale • Neverwinter Nights • Neverwinter Nights: Hordes of the Underdark • Neverwinter Nights 2 • Neverwinter