Imp (CR 2)
AC: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Hit Dice: 3d8 (13 hp); DR: 5/good or silver
Fort +3, Ref +6, Will +4
Speed: 20 ft., fly 50 ft. (perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +3; Grapple -5
Attack: Sting +8 melee
Full Attack: Sting +8 melee
Damage: Sting 1d4 and poison
Special Attacks/Actions: Spell-like abilities, poison
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Special Qualities: Alternate form, fast healing 2, immunity to poison, resistance to fire 5
Feats: Dodge; Weapon Finesse (sting)
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, and Survival +1 (+3 following tracks)
Advancement: By character class
Climate/Terrain: Nine Hells of Baator
Spell-Like Abilities: At will - detect good, detect magic, and invisibility (self only); 1/day - suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.
Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).
See in Darkness (Su): All devils 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).