# Imp, Filth
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d2 (×2)
> >sting: 1d2 (×2)
> >Melee/Ranged: +4/+4
> >Secondary: -1/-1
> >Multiattack: +2/+2
> >M/R_PA: +4/+4
> >2nd/PA: -1/-1
> >MA_PA: +2/+2
> >Itterative: 1
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 11; Dex: 11; Con: 14; Int: 14; Wis: 12; Cha: 8
> > xFeat:: 1/1 (0)
> > xClasSkil:: Acrobatics, Climb, Diplomacy, Fly, Intimidate, Perception, Sense Motive, Stealth, Survival
> > SaveDiff:: +/- 3
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Filth Imp</div>
<div class="CR">CR 2 (600 XP)</div>
<div class="SOU">Fiend Folio pg. 100</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Tiny Outsider (devil, evil, lawful)
**Init** +0
**Senses** darkvision 60 ft., see in darkness; **Perception** +6
#### defense
**AC** 15, 12 touch, 15 flat-footed (+3 natural, +2 size)
**hp** 16 (2d10+6); regeneration 2 (acid or good and silver weapons)
**Fort** +5, **Refl** +3, **Will** +4
**Feint** 16, **Demoralize** 13
**DR** 5/silver or good; **SR** 13
#### offense
**Speed** 20 ft., fly 50 ft. (perfect)
**Melee** 2 claws +6 (1d3), sting +1 (1d3 plus imbalance)
**Space** 2 1/2 ft., **Reach** 0 ft.
**Special Attacks** diabolical stench, disease
**Spell-Like Abilities** (CL 2nd; Concentration -1)
> **At will**— detect good, detect magic, invisibility
> **1/day**— stinking cloud
#### statistics
**Str** 11, **Dex** 10, **Con** 17, **Int** 16, **Wis** 13, **Cha** 4
**BAB** +2, **CMB** +0, **CMD** 10, **TA** +4, **RTA** +4
**Feats** [[Great Fortitude]]
**Skills** Acrobatics +2 (-4 when jumping), Climb +2, Diplomacy -1, Fly +17, Intimidate -1, Perception +6, Sense Motive +6, Stealth +9, Survival +3
**Languages**
#### special abilities
### Diabolical Stench (Su)
Three times per day, a filth imp can emit an invisible cloud of sickening gas in a 2 foot spread. Any creatures caught within the cloud must make a Fortitude save (DC 14) or become nauseated for 1d6 rounds. The cloud dissipates at the end of the round in which it was released, though an unpleasant odor lingers for as long as 1 hour thereafter. Creatures who save successfully are immune to that imp's diabolical stench for 24 hours.
### Disease (Ex)
Filth Fever (Ex) Claw—Injury; save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves.
#### ecology
**Terrain** Any (Abyss)
**Organization** Solitary
**Treasure** None
**Advancement** 3–6 HD (Tiny)
The Nine Hells are known throughout the multiverse asa place of suffering and torment, but they are not with-out their own corrupt delights. Shifty and feckless,euphoric imps dispense hallucinogenic slime from theirfeeble stingers.Euphoric imps stand 2 feet tall and weigh a paltry 10pounds. Deep circles line their bloodshot eyes, and the crea-tures walk with an uneven, stumbling gait. The imprints ofthin bones jut out from the creatures’ rib cages, recallingimages of starving children. Numerous healed (and not sohealed) puncture marks mar the body of a euphoric imp, evi-dence of the creature’s preference for its own hallucinogenicslime. The creatures serve as private alchemists and wander-ing dealers for some of the most influential beings of theplanes of evil.Euphoric imps speak Common, Celestial, and Infernal.