THE SHARED REFERENCE Adventurer

Monster

Imp

Official reference · MM · 2014

Creature type
Fiend
Size
Tiny
Armor class
13
Hit points
10 (3d4 + 3)
Speed
Walk 20 ft., Fly 40 ft.
Challenge rating
1
Alignment
Lawful Evil
Strength
6
Dexterity
17
Constitution
13
Intelligence
11
Wisdom
12
Charisma
14
Passive Perception
11
Skills
deception: +4; insight: +3; persuasion: +4; stealth: +5
Senses
darkvision 120 ft.
Languages
Infernal, Common
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks not made with silvered weapons; cond: True
Immunities
fire, poison
Condition Immunities
poisoned

Traits

Shapechanger

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.

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 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make 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.

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