Malor

Imp (Malor)

Small evil sentient demon (5d6)    
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MAG 10 (4d6)
MELEE DEFENCE 12RANGED DEFENCE 17MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3 (requires silver or holy, immune to fire); VULN noneIMMUNE fire, poison
INITIATIVE 5d6PERCEPTION 5d6; truesightSPEED 5; FLY+ 10; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Claw 3d6 melee (2d6+2 piercing/unholy damage)🅡 Fire spittle 4d6 ranged (2d6 fire damage; range 8)                               
Skills bluffing 3 (2d6), stealth 3 (2d6),  thievery 3 (2d6),  perception 3 (2d6), religion 6 (3d6), bluffing 4 (2d6), perception 3 (2d6) Gear -    

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Invisibility. Once per day an imp can turn itself invisible for up to five minutes.

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Demonic traits


Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique.
Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight.
Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years.
Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver.
A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack.
Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight.
Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.