Homebrew Abyssal Imp Species Details

While Devilish Imps are well-known and easily identified, their Abyssal counterparts are rarely recognised. With their penchant for chaos, and their pastime of murder and mayhem, Abyssal Imps are favoured by demons as contracted killers, though undead, fey, and even humanoids not too worried about the tidiness of the hit, or the collateral damage, are known to summon them from time to time, as well.

Abyssal Imp Traits

Imp traits

Nocturnal

You naturally want to sleep during the day and are more awake at night. Getting too much light or forcing yourself to be diurnal causes you to become sluggish and irritable, and incurs a -1 penalty to all rolls.

Shadowy Vision

 Magical darkness doesn’t impede your darkvision.

Ability Score Increase

Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age

Tieflings mature at the same rate as humans but live a few years longer.

Size

Tieflings are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to fire damage.

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and Infernal.

Boss Imp

Bosses have ‘cuffs’ of stored fat on their pastern, wrist and palm area, and can have larger racks of horns, longer tails, and larger spades; but the most prominent sign is their eyes, which gain markings that set them apart from other imps: rings around the pupil and visible irises are some of the possible signs of this biological caste. They are also physically larger than other Abyssal Imps, reaching four feet tall, not including their usually impressively large horns and long, prehensile tails.

Ability Score Increase

Charisma increases by 1.

Pit Boss.

To other Abyssal Imps, Bosses have advantage to all Charisma-based checks.

Prehensile Tail

Your tail is longer and stronger than other Imps and can be used not only to hold and manipulate things, but also to grapple.

Venomous Spines

Between your shoulder-blades or on your tail you have long spines or spikes that emit a painful paralysing venom. +5 to hit, one target. 1d4+3 piercing damage, and target must make DC11 saving throw, taking 3d6 poison damage and becoming Paralyzed on failure, half damage and no Paralysis on success.

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