Imp, Bloodbag (CR 3)
AC: 14 (+2 size, -1 Dex, +3 natural), touch 11, flat-footed 14
Hit Dice: 4d8+19 (37 hp); DR: 5/silver or good
Fort +8, Ref +3, Will +3
Speed: 20 ft., fly 40 ft. (good)
Space: 2 1/2 ft./0 ft.
Base Attack +4; Grapple -4
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6 plus poison
Special Attacks/Actions: Poison, spell-like abilities, wounding curse
Abilities: Str 10, Dex 9, Con 18, Int 11, Wis 12, Cha 13
Special Qualities: outsider traits, polymorph, regeneration 4, SR 6, transfusion
Feats: Toughness; Weapon Focus (bite)
Skills: Climb +7, Concentration +8, Diplomacy +8, Heal +16, Listen +8, Spellcraft +7, and Spot +8
Advancement: 5-12 HD (Tiny)
Climate/Terrain: Any land and underground (Nine Hells)
Wounding Curse (Su): Three times per day, a bloodbag imp can point at a foe within 30 feet and force that opponent to make a Fortitude save (DC 13) or suffer the effects of its wounding curse. A creature that succeeds on its saving throw is immune to that imp's wounding curse ability for one day.
Those afflicted treat every melee injury taken within the next hour as if that injury had been caused by a weapon with the wounding special ability. Such wounds bleed for 1 point of damage per round thereafter (in addition to the normal damage dealt by the melee attack). Multiple wounds result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Poison (Ex): A bloodbag imp delivers its poison (Fort DC 16 negates) with each successful bite attack. Initial and secondary damage are the same (1d4 Str).
Spell-like Abilities: At will - detect good, detect magic, invisibility (self only); 1/day - vampiric touch. Caster level 6th; save DC 11 + spell level.
Transfusion (Su): Any creature that drinks a bloodbag imp's blood regains 1 hit point per full round of transfusion. The imp must be willing, and both the imp and the creature receiving the transfusion can take no other actions in that round. The imp takes 2 points of damage during each round of transfusion, but its regeneration ability reduces this to subdual damage, which it quickly recovers. A bloodbag imp rendered unconscious cannot use its transfusion ability until its hit points again exceed its subdual damage total.
Skills: Bloodbag imps have a +8 racial bonus on Heal checks.
Outsider Traits: Imps cannot be raised or resurrected (though a wish or miracle spell can restore life).
Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.
Regeneration (Ex): Imps take normal damage from acid and from holy and blessed weapons (if silver or enchanted). Attack forms that don't deal hit point damage ignore regeneration, and an imp does not restore hit points lost from starvation, thirst, or suffocation.
See in Darkness (Su): All imps can see perfectly in darkness of any kind, even that created by deeper darkness spells.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).