Imp

Tiny fiend (demon), lawful evil

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

For basic lore see Devils


Imp image

Basic Character Attributes

Attribute STR DEX CON INT WIS CHA
Value 6 17 13 11 12 14
Modifier -2 +3 +1 +0 +1 +2

Armor Class: 13 (natural armor)

Hit Points: 10 (3d4 + 3)

Speed: 20 ft., fly 40 ft.

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

Damage Resistances: cold; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: Infernal, Common

Challenge: 1 (200 XP)

Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), 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 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.

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.