Imp
Imp, CR 1
STR
6
-2
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
13
+1
CHA
15
+2
Special Abilites
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 Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 2 1d4 Piercing Damage, and the target must succeed 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.
Legendary Actions
The imp can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The imp regains spent epic actions at the start of its turn. Sting. The imp makes one sting (or bite) attack. Invisibility (Costs 2 Actions). The imp uses its invisibility ability. Shapechange (Costs 2 Actions). The imp changes shape and then moves up to its speed.
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