# Imp, Bloodbag
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<div class="grid-container"><div class="MON">Bloodbag Imp</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Fiend Folio pg. 98</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Tiny Outsider (devil, evil, lawful)
**Init** -1
**Senses** darkvision 60 ft., see in darkness; **Perception** +8
#### defense
**AC** 14, 11 touch, 15 flat-footed (-1 Dex, +3 natural, +2 size)
**hp** 42 (4d10+20); regeneration 4 (acid or good and silver weapons)
**Fort** +5, **Refl** +3, **Will** +5
**Feint** 18, **Demoralize** 15
**DR** 5/silver or good; **SR** 14
**Immune** fire , poison
#### offense
**Speed** 20 ft., fly 40 ft. (good)
**Melee** bite +7 (1d3 plus poison)
**Space** 2 1/2 ft., **Reach** 0 ft.
**Special Attacks** transfusion, wounding curse
**Spell-Like Abilities** (CL 6th, Concentration +7)
> **At will**— _detect good_, _detect magic_, _invisibility_
> **1/day**— _vampiric touch_
#### statistics
**Str** 10, **Dex** 9, **Con** 18, **Int** 11, **Wis** 12, **Cha** 13
**BAB** +4, **CMB** +2, **CMD** 11, **TA** +6, **RTA** +5
**Feats** [[Toughness]], [[Weapon Focus]] (bite)
**Skills** Climb +7, Diplomacy +8, Fly +14, Heal +16, Perception +8, Sense Motive +8
**Racial Modifiers** +8 Heal
**Languages** Common, Infernal
**SQ** change shape (monstrous spider, raven, rat, or boar, _beast shape I_)
#### special abilities
### Poison (Ex)
Bite—Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The DC save is Constitution-based.
### Transfusion (Su)
Any creature that drinks a bloodbag imp's blood regains 1 hit point per full round of transfusion. The imp must be willing, and both the imp and the creature receiving the transfusion can take no other actions in that round. The imp takes 2 points of damage during each round of transfusion.
### Wounding Curse (Su)
Three times per day, a bloodbag imp can point at a foe within 30 feet and attempt to curse them. Those afflicted treat every melee injury taken within the next hour as if that injury had been caused by a weapon with the wounding special ability. A successful Fortitude save (DC 13) negates the effect. A creature that succeeds on its saving throw is immune to that imp's wounding curse ability for 24 hours.
#### ecology
**Terrain** Any (Abyss)
**Organization** Solitary
**Treasure** None
**Advancement** 5–12 HD (Tiny)
Because most inhabitants of the Nine Hells cannot cast cure spells, the devils have created other means to restore strength in the middle of battle. Bloodbag imps, which are preening creatures composed of little more than delicate skin and gallons of blood, serve the Hells as an informal nurse corps.
Corpulent human-shaped creatures with short limbs and stubby fingers, bloodbag imps stand only 2 feet tall, but they are almost as wide. A bloodbag imp has two powerful wings, but its heavy weight for its size makes the creature an inexpert flier. Its internal organs float inside its torso, surrounded by a sea of blood contained by a weak, semitranslucent pink epidermis.
### Combat
Bloodbag imps prefer to stay out of direct hand-to-hand combat and instead harm opponents with their wounding curse from as safe a distance as possible.
Bloodbag imps can be summoned using a summon monster IV spell.