Imp
Imps are minor devils that serve as spies and informants.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Tiny Fiend |
Alignment | LAWFUL_EVIL |
Armor Class | 13 () |
Hit Points | 10 (3d4 + 3) |
Combat Rating | 1 CR |
Speed | 20 ft (40 ft) |
Senses | Passive Perception 11 , Darkvision 120 ft |
Languages | Infernal, Common |
Damage Resistances | cold, non silvered bludgeoning, non silvered piercing, non silvered slashing |
Damage Immunities | fire, poison |
Condition Immunities | poisoned |
Skills
Proficiencies: Deception, Persuasion, Insight, Stealth
Deception
+4
Insight
+3
Persuasion
+4
Stealth
+5
Abilities
Shapechanger
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistic sare the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Devil's Sight
Magical darkness doesn’t impede the imp’s darkvision.
Magic Resistance
The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast form) : action
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Rolls:
Attack: 1d20 + 5
Damage: 1d4 + 3
Poison Damage: 3d6
Invisibility : action
The imp magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
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