Imp

Tiny Fiend (Devil), Lawful Evil

Armor Class 13   Initiative +3 (13)   Hit Points 21 (6d4 + 6)   Speed 20 ft., Fly 40 ft.

STR6 (-2)
DEX17 (+3)
CON13 (+1)
INT11 (+0)
WIS12 (+1)
CHA14 (+2)

Saving Throws Str −2, Dex +3, Con +1, Int +0, Wis +1, Cha +2

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

Damage Resistances Cold

Damage Immunities Fire, Poison; Poisoned

Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11

Languages Common, Infernal

Challenge Rating 1

Traits

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 spell-casting 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 game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.

Use the Imp in your game
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