Another monster from the Weeping Chasm.
MIRROR IMP
% in lair: 0%
Inhabitants of the Abyss, MIRROR IMPS are malicious, mischievous demons no bigger than a dog. There are many different imps, but the most common looks like a short, fat goblin, naked, sexless, and sporting a pair of tiny horns from its sloping temples.
MIRROR IMPS can use mirrors, or other highly reflective surfaces, to travel to and from the Abyss, as well as transport themselves from one mirror to another nearby; they can also cross through portals naturally occurring as a result of mirrors reflecting mirrors. It takes a turn of concentration for them to open their own portal to the Abyss, but a single round to teleport from one mirror to another within line-of-sight, an ability the imp can accomplish at-will and as part of their movement. They can use this ability to withdraw or flee from combat, without having to declare it first.
All MIRROR IMPS can turn invisible at-will, although they become visible if they attack and it takes a full round for them to disappear. They also have the ability to cast spells as a 4th-level Cleric (2 x 1st, 1 x 2nd level), using the standard divine spell lists, but only the reversible spells (see below for the full list). They can also cast Curse once per day. Natural cowards, they prefer to avoid direct combat, but if cornered have a painful bite.
MIRROR IMPS are deal-makers, often sent by Demon Lords to strike deals with mortals. Normally, these deals rely upon and are fuelled by the Lords; however, the imps can also lend their power to a mortal, sacrificing one of their spell-like abilities to grant the mortal the ability to cast a spell, once per day, either from the imp’s spell list or that duplicates their invisibility or curse powers. In exchange a deal is struck and sealed by blood. If the mortal either goes back on, or tries to break the deal, they lose the granted power. The imp can also revoke it at any time they wish.
Spell List
1st Level
- Command Word
- Cause Light Wounds
- Detect Good
- Detect Magic
- Darkness
- Protection from Good
- Putrefy Food & Water
- Cause Fear
- Resist Cold
- Sanctuary
2nd Level
- Augury
- Bane
- Delay Poison
- Find Traps
- Hold Person
- Resist Fire
- Silence 15′ Radius
- Snake Charm
- Speak with Animals
- Spiritual Weapon
