Imp, Filth (CR 2)
Tiny Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +0; Senses: see in darkness, Listen +6, and Spot +6
Languages: Abyssal, Common, Draconic, Infernal
AC: 15 (+2 size, +3 natural), touch 12, flat-footed 15
Hit Dice: 2d8+6 (15 hp); DR: 5/silver or good
Fort +8, Ref +3, Will +4
Speed: 20 ft., fly 50 ft. (perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +2; Grapple -6
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee
Damage: Claw 1d4 plus disease
Special Attacks/Actions: Diabolical stench, disease, spell-like abilities
Abilities: Str 11, Dex 10, Con 17, Int 16, Wis 13, Cha 4
Special Qualities: outsider traits, polymorph, regeneration 2, sonic resistance 20, SR 5
Feats: Great Fortitude
Skills: Balance +5, Climb 5 (+7 rope), Decipher Script +8, Diplomacy -1, Escape Artist +0 (+2 rope), Forgery +8, Hide +13, Listen +6, Move Silently +5, Search +8, Sense Motive +6, Spot +6, Survival +1 (+3 following tracks), and Use Rope +5
Advancement: 3-6 HD (Tiny)
Climate/Terrain: Any land and underground (Nine Hells)
Diabolical Stench (Su): Three times per day, a filth imp can emit an invisible cloud of sickening gas in a 2 foot spread. Any creatures caught within the cloud must make a Fortitude save (DC 14) or become nauseated for 1d6 rounds. The cloud dissipates at the end of the round in which it was released, though an unpleasant odor lingers for as long as 1 hour thereafter. Creatures who save successfully are immune to that imp's diabolical stench for one day.
Disease (Ex): Any creature hit by a filth imp's claw attack must succeed on a Fortitude save (DC 14) or contract filth fever. The incubation period is 1d3 days, and the disease deals 1d3 points of Dexterity damage and 1d3 points of Constitution damage.
Spell-Like Abilities: At will - detect good, detect magic, invisibility (self only); 1/day - stinking cloud. Caster level 6th, save DC 7 + spell level.
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).