Summon Imp is a daily power available to Wizards at 5th level[Dr385]
With a crack and a flash of blood-red light, a tiny winged devil appears, scorpionlike tail held ready.
Daily ✦ arcane, implement, poison, summoning
10
Effect: You summon a Small imp in an unoccupied space within range. The imp has speed 4, fly 6 (hover), and resist 5 fire. You can give the imp the following special command.
STANDARD ACTION: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage, and ongoing 5 poison damage (save ends). The imp becomes invisible until the start of your next turn.
Intrinsic Nature: If you haven't given in the imp any commands by the end of your turn, it attacks an adjacent enemy that grants it combat advantage. If it can't do that, it turns invisible and moves its speed to a square adjacent to an enemy in addition, you grant combat advantage to all enemies until the end of your next turn.
Symbiosis : While the summoned imp is present, you deal 1d6 extra damage with attacks when your target grants you combat advantage.