Imps are vicious, manipulative fiends that make up the least powerful ranks of the infernal legions. An imp is a minor
non-Baatezu devil. They serve as tempters and lackeys to mortals whom devils want groomed to the side of evil. Imps delight in the opportunity to leave Hell and tempt a mortal to evil. Many evil spellcasters can be found with an imp in their company, serving as a familiar.
Racial Traits: Edit
Ability Adjustments: +2 Dexterity
Darkvision: Imps can see in the dark up to 60 feet.
Fiendish Resilience: Imps are immune to poison and have resistance to fire 5.
Damage Reduction: A Imp gains damage reduction 5/good.
Regeneration: Imps have an innate ability to regenerate wounds. This ability starts at +1 and increases to +2 at 15th character level.
Alternate Form: A Imp can assume the form of a bat, spider or weasel at will.
Invisibility: Imps can cast Invisibility once per day.
Small: Quasits are small creatures, gaining a +1 size bonus to AC, attack rolls, and a +4 size bonus to Hide checks. However, they cannot wield larger weapons and their encumbrance limit is 3/4 of what a Medium-sized creature would have.
Favored Class: Any. When determining whether a multiclass Quasit suffers an XP penalty, his highest-level class does not count.
Level Adjustment +1: Imps are more powerful and gain levels more slowly than other races. It will take more experience for a Imp to reach level 2 than it would for normal races, for example.