Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
Played | 0 times |
Cloned | 5 times |
Created | 16 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
Imps are vicious, manipulative fiends that delight in the corruption of mortals through trickery and temptation. They serve their infernal lords with craven pragmatism, often acting as advisors, scouts, and familiars for those who would wield their cunning. 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.
Size | Tiny |
Type | Fiend |
CR | 1 |
XP | 200 |
Languages | Infernal, Common |
Armor Class | 13 |
HP Range | 10 - 10 (Avg: 10) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.
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.
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 on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.