Imps are small demons that more closely resemble mischievous children in purple demon costumes, given the way their faces appear to be showing from the headpiece of such a costume. They are armed with pitchforks, and constantly have their tongues sticking out, which often affects their speech.
Despite their unassuming appearance, imps have access to some of the most potent spells known, such as Kaboom and Kathwack, and while this may cause a scare, they almost never have the energy necessary to cast these high-end spells but try to all the same, often to humorous results. Due to this, they are one of the more comical, inept monsters that can be found in the series, but can still prove dangerous in some titles. Because of their magical knowledge, choice of weapon, and lore referring to them being juvenile forms of a powerful Demon, Imps are believed to be the infantile states of archdemons, even though in the latter's bio in many games stating that the demons' infantile state is the minidemons.
An NPC imp appears on 2F of a building in Asham and is attempting to disguise itself when the Hero and party come across it.
It attacks them, but goes down. The imp despite recognizing the party when they change their form to a monster with the Mod Rod or seeing them when they're Invisible, won't attack them.
The imp will respawn when after the player leaves the town in the NES version. The SFC version and all remakes turn it into a one time encounter.
Miniature maniacs that shoulder the hopes of all monsterkind. They try to cast all kinds of spells they don't know yet, hoping it will make them appear tougher than they actually are
Juvenile forms of elite magical monsters. Imps try to cast spells which are far too powerful for them and fail every time.
Notable changes in the remake
Imps are likely to first be encountered whilst climbing the Tower of Alexandra. While they are prone to miserably failing at casting powerful spells, they may perform a Cool Breath attack that can be very dangerous at this point of the adventure.
First appearing from the start of Version 2 onwards, imps are first encountered in the False Renshinda. While they still fail at casting Kaboom, they can cast Boom and spew a Freezing Blizzard while blocking enemy attacks and spells with their forks. In addition, imps can also be recruited while learning Kaboom by investing 25 skill points into their Koaku Magic skill tree.
These youngsters carry the future of the underworld upon their shoulders. Desperate to be seen as grown-ip, they're always trying to cast spells they're not yet big or bad enough to perform
These infant fiends may look cute, but don't fall for their butter-wouldn't-melt act—those forks aren't for eating with! It'll be a few years before these diminutive demons have enough MP to cast Kaboom, but that doesn't stop them from trying.
These infant fiends may look cute, but don't fall for their butter-wouldn't-melt act—those forks aren't for eating with! It'll be a few years before these diminutive demons have enough MP to cast Kaboom, but that doesn't stop them from trying.
Imp appears as a D-rank monster of the Demon family. It can be recruited from Chapter 6, Episode 1: Opening soon! and Chapter 10, Episode 2: The Road to the Gold Cup Part 1 and it stars in its own Battle Road. The imp can also participate in Leery lantern, Jolly sasquash, Trap box, Halloween king, and Thunderbird's Battle Roads as a party member.