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.


STR

6 (-2)

DEX

14 (+2)

CON

13 (+1)

INT

12 (+1)

WIS

11 (+0)

CHR

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 imp’s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage.,name: Devil’s Sight,desc: Magical darkness doesn’t impede the imp’s 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
Other formats: JSON

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