.Claw. Claw: +5 to hit, reach 5 ft., 1 target. Hit: 17 (2d12 + 2) slash damage.
Helluva fire. Helluva fire: +7 to hit, range 20/10 ft., 2 target. Hit: 23 (2d20 + 3) fire damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
When the devils got trapped in the nine hells. Only a few of the weak ones escaped and fled to a pocket plane created by a lone spine devil. The un-devil Imps are the strongest of the normal Un-devil devils. They are strong and cunning so they are the Un-devils that travel out of the packet plane the most. When they are outside of the pocket plane they usually gather resources and murder anyone who might suspect the truth about the Un-devils and there secret leader.
They have large horns, claws, wings, long tails and White spots around there body's.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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