Imp, Euphoric (CR 3)
Tiny Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: Listen +5
AC: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
Hit Dice: 4d8 (18 hp); DR: 5/silver or good
Fort +4, Ref +6, Will +2
Speed: 20 ft., fly 30 ft. (perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +4; Grapple -4
Attack: Sting +9 melee
Full Attack: Sting +9 melee
Damage: Sting 1d4 plus hallucinogen
Special Attacks/Actions: Hallucinogen, spell-like abilities
Abilities: Str 10, Dex 14, Con 11, Int 17, Wis 7, Cha 10
Special Qualities: fire resistance 20, outsider traits, polymorph, regeneration 3, see in darkness, SR 6
Feats: Weapon Finesse; Weapon Focus (sting)
Skills: Balance +4, Bluff +7, Craft (alchemy) +18, Diplomacy +9, Disguise +0 (+2 acting), Escape Artist +9, Hide +13, Intimidate +9, Jump +2, Knowledge (any one) +10, Listen +5, Open Lock +9, Tumble +9, and Use Rope +2 (+4 binding)
Advancement: 5-12 HD (Tiny)
Climate/Terrain: Any land and underground (Nine Hells)
Hallucinogen (Ex): Creatures hit by a euphoric imp's sting attack, including the imp itself, are injected with a small quantity of potent hallucinogenic slime. Those who fail a Fortitude save (DC 12) become dazed for 2d6 rounds. During this time, afflicted creatures are so entranced by euphoric bliss that they can take no actions (but defend themselves normally).
Spell-like Abilities: At will - detect good, detect magic, and invisibility (self only); 1/day - major image. Caster level 6th; save DC 10 + spell level.
Skills: Euphoric imps have a +8 racial bonus on Craft (alchemy) 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. 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).