Amphibious. The imp can breathe air and water.
False Appearance. While it remains motionless in its kelpie form, the imp is indistinguishable from normal seaweed.
Devil's Sight. Magical darkness doesn't impede its darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d8 + 2) Slashing damage.
Shape-Shift The imp shape-shifts into a rodent (20 ft.), a raven (20 ft., fly 60 ft.), a spider (20 ft., climb 20 ft.), a fish (0 ft., swim 40 ft.), a small kelpie (10 ft., swim 40 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.
Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
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