Imp

Tiny Fiend (Devil), Lawful Evil
Initiative +3 (13)
AC 13
HP 21 (6d4 + 6)
Speed 20 ft., Fly 40 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
6
–2
–2
Dex
17
+3
+3
Con
13
+1
+1

Int
11
+0
+0
Wis
12
+1
+1
Cha
14
+2
+2

Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
CR 1 (XP 200; PB +2)
Traits

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. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

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

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's wearing or carrying isn't transformed.

Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps' devilish council.
Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.
Habitat: Any
Treasure: None
Player´s Handbook 2024

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Imp