Fantasy
Welcome to the world of Hydaelyn! Five after the primal Bahamut broke free of the artificial moon Dalamud and caused massive destruction before being stopped in an event that is known as the seventh umbral calamity. The world has mostly recovered and the profession of adventurer has recently exploded, with countless indiciduals coming to the cities seeking fame, fortune, or well adventure. Whether you take up the life of adventurer or take another path is up to you the player.
Author's Note: Created in collaboration with Muttboy.
Played | 92 times |
Cloned | 10 times |
Created | 79 days ago |
Last Updated | 8 days ago |
Visibility | Public |

HP Range10 - 20 (Avg: 15)
AC13
XP200
Description
Imps are cunning voidsent beings that revel in mischief and malevolence. They serve more powerful fiends and often act as spies or messengers, using their magical abilities to sow chaos. They are placed on the twelfth rung of the voidsent hierarchy, whereas their cousins devilets occupy a rung higher at the 11th due to being adept at magic.
Details
Size | Small |
Type | Fiend |
CR | 1 |
XP | 200 |
Languages | Infernal, Common |
Defenses
Armor Class | 13 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Invisibility
The imp can magically turn invisible until it attacks or until its concentration ends.
Magic Resistance
The imp has advantage on saving throws against spells and other magical effects.
Melee Attack: Bite
The imp makes a melee attack with its sharp teeth, dealing 1d4 piercing damage.