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Imp

Imp

Tiny fiend (devil, shapechanger), lawful evil

Armor Class 13

Hit Points 10 (3d4+3)

Speed 20ft., fly 40ft.

STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120ft., passive Perception 11

Languages Infernal, Common

Challenge 1 (200 XP)

Traits

Shapechanger

The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), 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.

Devil's Sight

Magical darkness doesn't impede the imp's darkvision.

Magic Resistance

The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form)

Melee Weapon Attack: +5 to hit, reach 5ft., 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.

  • name Imp
  • type fiend
  • kind devil
  • ac 13
  • hp 10 (3d4+3)
  • size tiny
  • alignment lawful evil
  • abilities
      • name STR
      • value 6
      • name DEX
      • value 17
      • name CON
      • value 13
      • name INT
      • value 11
      • name WIS
      • value 12
      • name CHA
      • value 14
  • speed 20ft, fly 40ft
  • cr 1
  • skills
      • name Deception
      • value 4
      • name Insight
      • value 3
      • name Persuasion
      • value 4
      • name Stealth
      • value 5