Imp

Although imps could take the form of various animals, their natural forms were those of approximately 2 ft (0.61 m) tall humanoids that weighed about 8 lbs (3.6 kg). A large variety of colorations existed for imps, but the most common one was dark red. They fluttered through the air on their leathery, bat-like wings and their prehensile tails ended in fearsome stingers. Their horns were small, sharp, and twisting, gleaming white along with their fangs.
Scientific Name
Fiend

Harvesting

Harvesting Note: Devils slain on the Material Plane combust into ash or dissolves into a foul ichor, and return to the Nine Hells. To properly harvest a devil, they must be killed in the Nine Hells.   Because this creature is an Fiend, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
Type: Fiend
Skill: Arcana  
DC Item Description Value Weight Exp. Crafting/Use
5 Imp Poison Gland The imp's red, scorpion-like stinger contains a fist-sized bloody sack that produces a deadly venom for the imp. A skilled harvester can attempt to remove the gland intact.   Proficiency with the poisoner kit may be used for harvesting this gland. On a successful check, the character harvests the creature's poison gland that must be refined before producing 1 dose of Serpent Venom (see crafting column, or DMG p258). On a failed check, the character is unable to extract the poison gland. If the character fails the check by 5 or more, the character is subjected to the creature's venom. 50 gp 1lb 2 days Refining the Poison: Once the gland is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 12 hours and 100gp worth of material to create Serpent Poison (DC 14 Poisoner Kit or Alchemist Supplies check).
  Serpent Venom (Injury) (DMG): The poison can coat up to 3 pieces of ammunition or 1 melee weapon for 1 minute. Applying the poison takes 1 action. Any creature successfully hit must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors).
10 Imp Blood (vial) Imp blood is a red liquid with low viscosity. The blood can be used by spellcasters to enhance their familiars. 10 gp 1lb 7 days Use: When casting the find familiar spell, you may use a vial of imp blood instead of the usual material component of the spell. If you do, your summoned familiar gains the magic resistance trait described in the imp familiar's statblock (advantage on saving throws against spells and magic effects). Your familiar also shares this trait with you so long as you are within 10 feet of it. Both of these effects last for 1 hour, or until your familiar is killed or is dismissed.
15 Imp Head A successfully harvested imp's head may still retains some of its arcane power. Artificers and magic users may be able to tap into that power, either to craft detection devices, or to find information that the imp had. 5 gp 2lb 3 days

Harvesting Meat

The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.
  This creature produces 1d1 pieces of meat, weighing a total of 4 lbs a piece.

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