[ Outsiders > Fiends > Parochial > Imp ]
Imp

Gutter lawyer (CR 1–3; Creature 1)
Home Plane: Baator / Any Layer
Alignment: Lawful Evil
Themes: Wheelers of devilish deals
Read the contract at least three times, and then check your pockets—where there’s ink to be spilled and or jink to be made in the Lower Planes, you can bet an imp won’t be far behind. These least of the devils stand barely three feet tall, all leathery wing, sharp claws, perky little horns, and smug grin. Fix them with a stern gaze though and their thorny tails flick nervously, like a lawyer’s quill.
Imps are arrogant enough to think themselves civilised, and obsequious enough to attach themselves to the first high-up who exerts a bit of authority over them. Whether they are actually baatezu or some other kind of fiend is something of a technicality. They certainly like to tell people they are—and the baatezu roll their eyes and tell them they are most definitely not. In any case, these diminutive fiends have a lot in common with their more powerful devilish cousins. They infest Baator, they can be summoned by similar magic, and they are also obsessed with making agreements and then trying to exploit loopholes in them.
An imp’s party trick is to vanish from sight, and then return as something unremarkable—perhaps a rat underfoot, a raven in the eaves, or a spider on the curtain. It’s a perfect ruse for for casual eavesdropping, serious spying, or even a spot of assassination.
In Baator’s pecking order they’re the lowest of the low, but on the streets of Sigil they see themselves as indispensable fixers—be they summoned, bribed, or self-employed, imps are always hustling to collect enough leverage to get their paws on next rung up the infernal ladder.
The philosophy of the imp is for contracts over carnage, and corruption over chaos. They believe a single well-worded loophole is a more impressive victory than a dozen bloody murders. In terms of what they can offer that mortals want, it’s an unfair advantage in life. Imps have to ability to let mortals cheat luck, just the once, and the bargain they make is simple. Sign a deal and in the next hour, you get a loophole in your luck. And the price, why it’s a mere trifle. If you’re unlucky enough to get put in the dead-book in the next hour, your soul belongs to the imp. But that’s hardly likely to happen now, is it?!
An Impish Family
Unfortunately, as they have adapted to (after)life in Baator, imps come in many shapes and sizes. They are all small and often annoying, although some are more dangerous than others and planewalkers would do well to learn the differences before venturing to the Nine Hells.
Assassin Imps: These imps are loyal to their masters—murderously loyal, in fact. Once tasked with protecting a cutter they will go above and beyond in this mission, slaying any sod they perceive as a threat to their beloved. And you’d better believe their definition of ‘threat’ is as paranoid as a fiend gets. Spellcasters with assassin imp familiars often find their loved ones slain at the hands of their malicious servant. Their sting is also dangerous, since it puts victims into such a deep coma that they maight be mistaken for being dead. There are plenty of tales of berks being buried alive after an assassin imp strike. The nasty little pikes like to hand around invisible, watching their handiwork too.
Bloodbag Imps: Created as a macabre corps of nurses for Blood War battlefields, the bloodbag imps are little more than bloated sacs of fiendish blood, with stubby limbs and teeth that are far too long. They have a vicious bite and saliva which prevents the blood of their victims from clotting normally. However, their usefulness for the baatezu comes from their unpleasant sanguinous powers—a creature who drinks their blood is rapidly healed of their injuries. The imp has to be conscious and willing, and it hurts them, but their rapid healing allows them to regenerate damage quickly.
Book Imps: The favoured familiar of many a Lower Planar graybeard, while they are easily defeated in combat, book imps can be particularly helpful when a cutter is researching ancient texts, forgotten languages or forbidden magics. In return, book imps play a long game, working to tempt their masters into ever-more sinful acts, in order to ensure their damnation after they get put into the dead-book.
Euphoric Imps: Life is tough in Baator, and pleasures on the plane of punishment are few and far between. Enter the euphoric imps, alchemists skilled in the art of psychedelics, mood-enhancing hallucinogens and any kind of mind-altering substance. They also have a venomous sting that induces a trance in its victims, and they are not immune to it themselves. Consequently, most euphoric imps are often out of their minds on their own sting. When not under the influence, euphoric imps can be quite intelligent, especially when it comes to matters chemical.
Filth Imps: Called ‘stinkers’ by the baatezu, these particularly noxious creatures are actually fairly rare in Baator because their stench causes them to be victimised by more powerful fiends. They appear as saggy, oily creatures covered in excrement. Apart from their odiousness, they are known for being masterful forgers and translators, and would be an asset to any criminal organisation who could out up with their filth. Turns out, that’s pretty difficult and most of these fiends work alone.
Guilded Imps: ‘Blessed’ by Mammon, the Lord of Minauros, guilded imps appear to be made of lustrous gold. This makes them tougher than your average imp, but the main point to note is their sting, which can turn a berk into a golden statue—temporarily, at least.
Canonical Sources: Planescape Monstrous Compendium Vol. 1 [2e] p56; Ravenloft Monstrous Compendium I [2e] (assassin imp); Fiend Folio [3e] p97-100 (bloodbag, euphoric, & filth imp); Monster Manual [4e] p44 (assassin imp); Monster Manual [5e] p69 & 76; Bestiary [PF1e] p78; Monster Core [PF2e] p206. Guilded imps are from Baldur’s Gate III; Book imps are from Neverwinter.

