Imp
Tiny fiend (devil, shapechanger), lawful evil
- Armor Class 13
- Hit Points 10 (3d4 + 3)
- Speed 20 ft., fly 40 ft.
| Str. | Dex. | Con. | Int. | Wis. | Cha. | |
|---|---|---|---|---|---|---|
| Score | 6 | 17 | 13 | 11 | 12 | 14 |
| Modifier | -2 | +3 | +1 | +0 | +1 | +2 |
| Saving Throw | -2 | +3 | +1 | +0 | +1 | +2 |
- Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Infernal, Common
- Challenge 1 (200 XP)
Traits
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 statistics are 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). 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.
Invisibility. 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.
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.