Imp

Tiny Fiend (devil), lawful evil (CR 1)
Illustration of Imp Captivating Caption

Armor Class 13

Hit Points 10 (3d4+3)🎲

Speed 20 ft., fly 40 ft.


STR

6 (-2)

DEX

17 (+3)

CON

13 (+1)

INT

11 (+0)

WIS

12 (+1)

CHR

14 (+2)


Skills deception 4, insight 3, persuasion 4, stealth 5

Senses darkvision 120 ft., passive Perception 11

Languages Infernal, Common

Challenge Rating 1

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.


sizeTiny

typeFiend

groupDevils

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/nonsilver weapons

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr1

reactions

legendary_desc

legendary_actions

special_abilitiesname: Shapechanger,desc: 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.,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.,name: Variant: Familiar,desc: The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

spell_list

page_no277

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

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5e Core Rules, page no. 277
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