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Imp

Imps are minor devils that serve as spies and informants.

Source: Systems Reference Document

Attributes

STR

6 (-2)

DEX

17 (+3)

CON

13 (+1)

INT

11 (+0)

WIS

12 (+1)

CHA

14 (+2)
StatValue
Creature TypeTiny Fiend
AlignmentLAWFUL_EVIL
Armor Class13 ()
Hit Points10 (3d4 + 3)
Combat Rating1 CR
Speed20 ft (40 ft)
SensesPassive Perception 11 , Darkvision 120 ft
LanguagesInfernal, Common
Damage Resistancescold, non silvered bludgeoning, non silvered piercing, non silvered slashing
Damage Immunitiesfire, poison
Condition Immunitiespoisoned

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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