Monster
Imp
Official reference · XMM · 2024
- Creature type
- Fiend
- Size
- Tiny
- Armor class
- 13
- Hit points
- 21 (6d4 + 6)
- 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; stealth: +5
- Senses
- Darkvision 120 ft. (unimpeded by magical Darkness)
- Languages
- Common, Infernal
- Resistances
- cold
- Immunities
- fire, poison
- Condition Immunities
- poisoned
Traits
The imp has Advantage on saving throws against spells and other magical effects.
Actions
Sting
Melee Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) 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.
The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
At will: Invisibility