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Imp Race

Playable Imp Race Imps were minor devils that served to tempt mortals to evil. As a playable Imp race, you gain bonuses to Dexterity and Charisma, darkvision, resistance to fire damage, the ability to polymorph into small beasts, and other traits balancing their infernal nature for gameplay. Imps stand around 2 feet tall, can speak Common and Infernal, and have advantage on saving throws against magic while retaining abilities like a poisonous stinger and potential flight to reflect their fiendish origins.
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0% found this document useful (0 votes)
476 views1 page

Imp Race

Playable Imp Race Imps were minor devils that served to tempt mortals to evil. As a playable Imp race, you gain bonuses to Dexterity and Charisma, darkvision, resistance to fire damage, the ability to polymorph into small beasts, and other traits balancing their infernal nature for gameplay. Imps stand around 2 feet tall, can speak Common and Infernal, and have advantage on saving throws against magic while retaining abilities like a poisonous stinger and potential flight to reflect their fiendish origins.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Playable Imp Race

I
mps were vicious, manipulative fiends that Fiend
compromised the least powerful ranks of the infernal You are considered a Fiend for all spells and abilities that
legions. They were considered minor devils serving affect Fiends.
as tempters and lackeys to mortals whom devils want
groomed to the side of evil. Imps delighted in the Languages
opportunity to leave the Nine Hells and tempt You can speak, read, and write Common and Infernal.
mortals to evil.
Appearance Racial Feats
Although they could alter their form into that of any tiny Barbed Tail
animal, an imp normally appeared as a tiny, red-skinned You gain resistance to Poison damage, and gain access to a
humanoid with a pair of black wings and a long tail ending in Sting attack. You are proficient with this attack, and it counts
a poisonous stinger, containing a deadly poison. They stood as a finesse weapon. It has a 5 foot reach. On hit it deals 1d4
about 2 feet tall and weighed only 8 lbs. piercing damage. The target must make a con save dc (8 +
Note For sake of player race balance, this version of Imps proficiency + Constitution) taking an additional 3d6 poison
are reduced in abilities/resistances, as well as a few other damage on a failed save, or half as much damage on a
changes. successful one.
Once you use this attack you cannot do so until you finish a
Imp Traits short or long rest.
Ability Score Increase
Your Dexterity score increases by 2 and your Charisma score Demon Wings
increases by 1. You grow a pair of demonic wings and gain a flight speed of
60 feet. You cannot fly while wearing heavy armor. And
Age medium and light armor must be made to accomodate your
Though not entirely known, it is assumed Imps mature in wings.
their early years anywhere from 5-10, and have no defined
lifespan due to being effectively immortal. Magic Resistance
Note that this is due to fiend's nature of only being able to
die on their home plane. For obvious balance reasons consult Use at DM's discrestion
your DM on this matter As an Imp you have advantage on saving throws against
spells and other magical effects.
Size
Imps are quite small standing anywhere from 2 to 2 1/2 feet
tall, and weigh 8-15 pounds. Your size is Small.
Speed
You base walking speed is 25 feet.
Devil's Sight
You have darkvision out to 60 feet, and can see through
magical darkness out to 30 feet.
Hellish Resistance
You have resistance to fire damage.
Note Typically Imps have fire and poison immunity along
with a slew of resistances, but this has been trimmed down to
be more in line as a player race.
Shapechanger
Imps can use their action to Polymorph into a beast form that
resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
Spider (20 ft., climb 20 ft.), or back into its true form. Its
Statistics are the same in each form, except for the speed
changes noted. Any Equipment you are wearing changes with
you, but anything you are carrying is not. You revert back to
your true form if you die.

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