Blood Imp
Tiny Fiend (devil), lawful evil (CR 1/2)Armor Class 13 natural armor
Hit Points 14 (4d4+4)
Speed 20 ft., fly 40 ft.
6 (-2)
14 (+2)
13 (+1)
12 (+1)
11 (+0)
14 (+2)
Skills persuasion 4, religion 5, stealth 4
Senses darkvision 120 ft., passive Perception 10
Languages Common, Infernal
Challenge Rating 1/2
Actions
Sting.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spew Blood.
Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.
sizeTiny
typeFiend
group
alignmentlawful evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancescold
damage_immunitiesfire, poison
condition_immunitiespoisoned
cr0.5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Bleed the Dying,desc: The impâs sting has greater efficacy against injured creatures. When the imp hits a creature that doesnât have all its hit points with its sting, the sting deals an extra 1d4 poison damage.,name: Devilâs Sight,desc: Magical darkness doesnât impede the impâs darkvision.,name: Magic Resistance,desc: The imp has advantage on saving throws against spells and other magical effects.
spell_list
page_no103
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 103