Demonic Vision. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Shadow Lurker. The imp is invisible in dim light or darkness.
Mutliattack. The Shadow Imp makes two attacks, one with its claws and one with its stinger.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a hit, the Shadow Imp latches on to its target. The target's movement speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws until the Shadow Imp while the Imp is grappling them.
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) piercing damage, and the target must make a DC 13 Wisdom saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. This attack automatically hits if the Shadow Imp is latched onto the target.
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