Shapechanger. The water imp can use its action to polymorph into a beast form that resembles a octopus (5 ft., swim 30 ft.), a parrot (20 ft., fly 60 ft.), or a crab (20 ft., swim 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.
Amphibious. The water imp can breathe air and water.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The water imp has advantage on saving throws against spells and other magical effects.
Claws (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 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 water 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
Too be better adept for live in the water, the water imp lost his whings and tale. Instead in grow a fin on is back and webbed claws. Also de color changed from red to blue-green
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