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.
5 (-3)
14 (+2)
12 (+1)
10 (+0)
10 (+0)
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
document__license_urlhttp://open5e.com/legal
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