# Imp, Filth >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <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** 17 (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 **Immune** fire , poison #### offense **Speed** 20 ft., fly 50 ft. (perfect) **Melee** 2 claws +4 (1d2 plus disease) **Space** 2 1/2 ft., **Reach** 0 ft. **Special Attacks** diabolical stench **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 +5, Climb +5, Diplomacy -1, Fly +17, Intimidate +2, Perception +6, Sense Motive +6, Stealth +9, Survival +5 **Languages** Abyssal, Common, Draconic, Infernal **SQ** change shape (monstrous spider, raven, rat, or boar, _beast shape I_) #### 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) Filth imps (sometimes called “stinkers”) hail from the Nine Hells, but they are often found serving thieves’ guilds in human cities of the Material Plane. Hated by the baatezu of their home plane, stinkers find refuge among criminals who respect their uncanny knack for forgery. Those who cooperate with the rambunctious creatures often do so at great distance, however, because filth demons reek of the foulest privies of the worst part of town. Covered from head to toe in the dried ordure in which they sleep, stinkers resemble potbellied common imps with yellowish brown, saggy skin. A clump of stringy hair, slick with natural oil, tops their slightly pointed, horned heads. They lack the tails common to other imps. Filth imps stand 1 1/2 feet tall and weigh about 10 pounds. Filth imps have a talent for codes, ciphers, and musty old texts, and consequently make themselves useful as forgers and translators. They have been known to intentionally mistranslate important phrases in hopes of furthering an agenda built upon taking pleasure in the suffering of the “cleanly” races. ### Combat Filth imps prefer harassment and heckling to open battle. When threatened, however, they generally turn invisible so that they can position themselves nearest the majority of their enemies and make liberal use of their diabolical stench. Filth imps can be summoned using a summon monster IV spell.