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Khethix (Imp)

Source: The Gods Are Bastards - Web Serial
Type: Lesser Demon
Hierarchy: Outside Caste System (sentient but too small and weak for standard use)
Minimum Warlock Level: 1

Note: "Imp" is the mortal colloquialism. Their true infernal name is Khethix.

Physical Description

Khethix are gangly little creatures, rather like a monkey with some features of a goat: horns, hooves, and an elongated face. The fur covering them is greasy and matted into clumps, and the smell that clings to them is worse than sulfur.

Despite their small size and unappealing appearance, Khethix are sentient and intelligent enough to follow commands and perform complex tasks. They excel at minor magic, trickery, and serving as familiars or servants to warlocks.

Role in Hell

Khethix are sentient demons, but they are generally outside the caste system. They are too small and weak to be of any standard use to the Khelminash. When they are able to live in Khelminash cities, they typically serve as servants and messengers.

Their mischievous nature and limited power make them ideal for tasks that require subtlety and cunning rather than brute force. Many warlocks begin their infernal journey with a Khethix familiar, as they are among the easiest demons to contract with and control.

Making a Pact

What Khethix Want

Khethix seek: - Purpose and direction: They appreciate having clear tasks and goals - Small rewards: They value minor luxuries, trinkets, or simple favors - Protection: As weak demons, they appreciate having a powerful master who can protect them - Entertainment: They enjoy causing mischief and observing chaos

What They Get from the Pact

Through the pact, Khethix gain: - A master to serve: They gain purpose and direction from serving a warlock - Protection: The warlock becomes a patron who can protect the Khethix from more powerful demons - Rewards: Minor offerings and favors from the warlock

Contract Difficulty

Negotiation DC: Easy (DC 12 Charisma check)

Khethix are among the easiest demons to contract with. They are eager to serve and relatively straightforward in their negotiations, though their mischievous nature means they may try to insert clauses that allow them to cause harmless trouble.

Demon Summon

When you summon your pacted Khethix, it appears as a familiar and can aid you in the following ways:

  • Scouting: The Khethix can turn invisible and scout areas, reporting back telepathically
  • Minor tasks: The Khethix can perform simple tasks like fetching items, delivering messages, or causing distractions
  • Combat support: While weak in direct combat, the Khethix can use its sting (if applicable) and cause minor hindrances
  • Magic assistance: The Khethix can help with minor magical tasks and provide information about infernal matters

The Khethix can remain with you indefinitely as a familiar, though you can dismiss and resummon it as an action. As a familiar, it follows your commands but may add its own mischievous interpretation to tasks.

Example Stat Block

name: Khethix (Imp)
size: Tiny
type: fiend
subtype: demon
alignment: lawful evil
ac: 13
hp: 10
hit_dice: 3d4 + 3
speed: 20 ft., fly 40 ft.
stats: [6, 17, 13, 11, 12, 14]
skillsaves:
  - deception: 4
  - insight: 3
  - persuasion: 4
  - stealth: 5
damage_resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: poison
condition_immunities: poisoned
senses: darkvision 120 ft.
languages: Tanglish, Infernal
cr: 1
traits:
  - name: Shapechanger
    desc: "The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (speed 20 ft., fly 60 ft.), or a spider (speed 20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the movement speeds noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
  - name: Devil's Sight
    desc: "Magical darkness doesn't impede the imp's darkvision."
  - name: Magic Resistance
    desc: "The imp has advantage on saving throws against spells and other magical effects."
actions:
  - name: Sting (Bite in Beast Form)
    desc: "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one."
  - name: Invisibility
    desc: "The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."
spells:
  - name: "At will"
    desc: "detect magic, mage hand, minor illusion"

Greater Khethix

If a warlock contracts with a Khethix at level 1 and keeps it alive until reaching level 5, the imp evolves into a Greater Khethix—a more powerful and versatile familiar with enhanced magical abilities and improved combat capabilities.

name: Greater Khethix
size: Small
type: fiend
subtype: demon
alignment: lawful evil
ac: 15
hp: 58
hit_dice: 13d6 + 13
speed: 30 ft., fly 60 ft.
stats: [10, 19, 13, 14, 14, 16]
skillsaves:
  - deception: 6
  - insight: 5
  - persuasion: 6
  - stealth: 7
damage_resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: poison
condition_immunities: poisoned
senses: darkvision 120 ft., truesight 30 ft.
languages: Tanglish, Infernal, Common
cr: 6
traits:
  - name: Shapechanger
    desc: "The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (speed 20 ft., fly 60 ft.), a spider (speed 20 ft., climb 20 ft.), a cat (speed 40 ft.), or back into its true form. Its statistics are the same in each form, except for the movement speeds noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
  - name: Devil's Sight
    desc: "Magical darkness doesn't impede the imp's darkvision."
  - name: Magic Resistance
    desc: "The imp has advantage on saving throws against spells and other magical effects."
  - name: Cunning Trickster
    desc: "The imp has advantage on Deception checks and can use the Help action as a bonus action."
actions:
  - name: Multiattack
    desc: "The imp makes two sting attacks."
  - name: Sting (Bite in Beast Form)
    desc: "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. The target must make a DC 13 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one."
  - name: Invisibility
    desc: "The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."
spellcasting:
  - name: Innate Spellcasting
    desc: "The imp's spellcasting ability is Charisma (spell save DC 14). The imp can innately cast the following spells, requiring no material components:"
    spells:
      - "At will: detect magic, mage hand, minor illusion, prestidigitation"
      - "3/day each: invisibility (self only), disguise self"
      - "1/day: suggestion"

Related: Magical Patrons/Infernal/Demons | Mechanics/Classes/Warlock | Infernal Magic Overview | Mana | Magic System Interactions