Imp

Imp

Tiny fiend (devil), lawful evil

1
Challenge Rating
200 XP

The Imp is a small, fiendish creature that serves as a familiar to powerful spellcasters or acts as a minion in the service of greater fiends. Standing about two feet tall, it resembles a humanoid figure with bat-like wings, sharp claws, and a long tail ending in a wicked stinger.

Imps possess a cunning and deceitful nature, often using their shapeshifting abilities to assume the form of small animals or even humanoid creatures. They are adept at stealth and infiltration, making them excellent spies and saboteurs. Imps also possess the power of flight, allowing them to traverse both the skies and the realms of shadows with ease.

In combat, Imps rely on their natural agility and their innate magical abilities. They can deliver nasty stings with their poisonous tails, and their sharp claws can inflict slashing damage. Imps are also capable of casting spells, with a preference for illusions and tricks that can confuse or deceive their foes.

While individually weak, Imps are often encountered in the company of more powerful fiends, acting as their loyal minions and providing them with valuable support. They are known for their cunning and sly personalities, always looking for opportunities to gain favor with their masters or further their own schemes.

Imps are considered highly intelligent creatures and possess a degree of autonomy and free will. They can be bargained with or summoned through dark rituals, but their loyalty is never assured. Their presence can add an element of danger and unpredictability to any encounter, as they may have hidden agendas or tricks up their sleeves.

Despite their diminutive size, Imps should not be underestimated. Their combination of stealth, magical abilities, and loyalty to more powerful entities makes them a formidable adversary or a valuable ally depending on how they are encountered.

Special Abilities

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.

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.

Lore

The Stream

Armor Class: 13 (DEX)
Hit Points: 10 (3d4+3)
Speed: 20 ft. (walk), 40 ft. (fly)
str
-2
6
dex
+3
17
con
+1
13
int
+0
11
wis
+1
12
cha
+2
14
Damage Resistances: cold | bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons
Damage Immunities: fire | poison
Condition Immunities: Poisoned
Proficiency Bonus: +2

Proficiencies

  • Skill: Deception +4
  • Skill: Insight +3
  • Skill: Persuasion +4
  • Skill: Stealth +5

Senses

  • Passive Perception: 11
  • Darkvision: 120′
Languages: Infernal, Common

Credits: SRD 5.1