Monster · CR 1 (200 XP) · 2024 rules

Imp

Small fiend, lawful evil

  • Armor Class 13 (natural armor)
  • Hit Points 21 ()
  • Speed 20 ft., fly 40 ft.
  • Initiative +3 (13)
  • Skills , ,
  • Resistances cold
  • Immunities fire, poison, poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Common, Infernal
  • Challenge 1 (200 XP; PB +2)

Traits

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: , reach 5 ft. Hit: 6 () Piercing damage plus 7 () Poison damage.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

  • At Will: Invisibility

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits