Medium Fiend (Devil, Shapechanger), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft., fly 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +6, Insight +5, Intimidation +6, Persuasion +6, Stealth +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

Pack Tactics. The imp has advantage on an attack roll against a creature if at least one of the imp's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a poisonous snake (30 ft., swim 30 ft.), a raven (20 ft., fly 60 ft.), a reef shark (0 ft., swim 40 ft.), a spider (20 ft., climb 20 ft.), a vulture (20 ft., fly 60ft.), or a wolf (40 ft.), or back into its true form. Its statistics are the same in each form, except for its size and the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack. The imp makes two attacks with its claws.

Claws (True Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) fire damage.

Sting (Bite in Beast Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 28 (8d6) 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.

Description

Though most imps are small, weak little devils, some of them are able to distinguish themselves enough through their service to greater devils that they are transformed into a larger, stronger kind of imp known as a dire imp.

Elite Among Impkind. Only the most exceptional of service can qualify an imp to become a dire imp. They must demonstrate extreme cunning as well as flawless loyalty to the devils that they serve. Dire imps are seen with equal amounts of respect and envy by the regular imps that populate the Nine Hells, who both serve the dire imps and constantly plot to usurp their positions.

Archdevil Servants. The greatest honor bestowed on an imp that becomes a dire imp is the chance to serve in the employ of an archdevil. Most archdevils make use of several dire imps at any given time, using them as basic spies, servants, and messengers just as lesser devils use regular imps. Dire imps mean nothing to an archdevil, and they are likely to be replaced at their first mistake.

Summoning Dire Imps. Whether driven by pride or by ignorance, fiendish warlocks or wizards sometimes attempt to command the aid of dire imps after learning of their existence, conjuring them to the Material Plane with binding magic just as they would a regular imp. Yet dire imps are not merely powerful, but cunning, and they greatly resent serving mortals in the way lesser imps do. Summoners who make this mistake rarely survive it.

Monster Tags: DevilShapechanger

BenevolentEvil

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