Biweekly Monster-Mage Imp

ImpMagesImps poured from the dark portals ringing the room as Baylik entered. He braces himself to cut them all down when they charged and was astonished to see a myriad of spells cascading upon him.

Behind him Valta returned the favor with a spell of his own. Battered, Baylik rushed in to bring the fight to a footing more favoring his mighty sword.

Since when did imps cast spells?

Small Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 2d8 (9 hp)

Initiative: +2

Speed: 30 ft.

Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14

Base Attack/Grapple: +1/-7

Attack: Claw +0 melee (1d3)

Full Attack: Claw +0 melee (1d3)

Space/Reach: 5 ft./5 ft.

Special Attacks: Spell casting as Level 2 Sorcerer

Special Qualities: damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Saves: Fort +2, Ref +4, Will +6

Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 16, Cha 14

Skills: Diplomacy +8, Hide +8, Knowledge (various) +12, Listen +7, Move Silently +7, Search +6, Spellcraft +12, Spot +7

Feats: Dodge

Challenge Rating: 2

Mage Imps are devils beginning their magical training. The magic of Mage Imps can be represented in D&D 3.5 by the spell list of a level 2 Sorcerer. Below are 8 possible imp variations that can be chosen from on a 1d8 roll:

  1. Evocation/Necromancy with damage focus
    • Level 0: Dancing Lights, Flare, Ray of Frost, Disrupt Undead, Touch of Fatigue
    • Level 1: Shocking Grasp, Chill Touch
  2. Illusion/Evocation with distraction focus
    • Level 0: Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound
    • Level 1: Color Spray, Silent Image
  3. Conjuration/Transmutation with survival focus
    • Level 0: Acid Splash, Resistance, Mage Hand, Message, Open/Close
    • Level 1: Mage Armor, Expeditious Retreat
  4. Abjuration/Conjuration/Evocation with battle focus
    • Level 0: Resistance, Acid Splash, Flare, Ray of Frost, Dancing Lights
    • Level 1: Burning Hands, Shield
  5. Necromancy/Transmutation with hindering focus
    • Level 0: Disrupt Undead, Touch of Fatigue, Mage Hand, Message, Open/Close
    • Level 1: Cause Fear, Reduce Person
  6. Enchantment/Evocation/Illusion with deception focus
    • Level 0: Daze, Dancing Lights, Flare, Ray of Frost, Ghost Sound
    • Level 1: Hypnotism, Charm Person
  7. Necromancy/Transmutation with support focus
    • Level 0: Disrupt Undead, Touch of Fatigue, Mage Hand, Message, Open/Close
    • Level 1: Ray of Enfeeblement, Enlarge Person
  8. Conjuration/Evocation/Necromancy with damage focus
    • Level 0: Acid Splash, Flare, Ray of Frost, Disrupt Undead, Touch of Fatigue
    • Level 1: Magic Missile, Shocking Grasp

Roll 1d8 for each imp to determine its type.

These imps are used to being outmatched and those with spells to hide or to hinder the party will use them first. They will usually do their best to get burst damage otherwise. If clearly overwhelmed, they may use their available tools to flee the battle, hoping to return at a more opportune moment.

Mage Imps are a fixtures of the Rotating Labyrinth, available in its entirety for free on DriveThruRPG.

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