Fire 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

5 (-3)

DEX

14 (+2)

CON

12 (+1)

INT

10 (+0)

WIS

10 (+0)

CHR

14 (+2)


Skills deception 3, stealth 4

Senses darkvision 120 ft., passive Perception 10

Languages Common, Infernal

Challenge Rating 1/2

Actions

Fire Touch.

Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.

Hurl Flame.

Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.


sizeTiny

typeFiend

group

alignmentlawful evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistancescold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr0.5

reactions

legendary_desc

legendary_actions

special_abilitiesname: Devil's Sight,desc: Magical darkness doesn't impede the imp's darkvision.,name: Fire Absorption,desc: Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.,name: Heat Metal (1/Day),desc: As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).,name: Magic Resistance,desc: The imp has advantage on saving throws against spells and other magical effects.

spell_list

page_no103

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document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

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Creature Codex, page no. 103
Other formats: JSON

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