All monsters

Imp

Tiny, fiend, lawful evil

CR 1AC 13HP 10 (3d4)

Speed fly 40 ft, walk 20 ft

str
6
(-2)
dex
17
(+3)
con
13
(+1)
int
11
(+0)
wis
12
(+1)
cha
14
(+2)

Skills insight +3, stealth +5, deception +4, persuasion +4

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities fire, poison

Condition Immunities Poisoned

Senses darkvision: 120 ft., passive_perception: 11

Languages Infernal, Common

Traits

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.