Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 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.
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.
Sting (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.
Invade. The Imp melts into a pool of viscous, moving, and dripping blood. It has 15 HP, and if it dies, it is reverted to it's original form. (Any player who sees this pile of blood and identifies it as a Blood Imp, they can make an Investigation Check (DC14) to identify it, and then attack as a reaction. As a bonus action, it can inject itself into the target's wounds, and invade their mind and body. it can do the following as other actions:
- Inject. It can choose to harm the body it invades as an action, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- Possessive Strike. It can choose to harm another target other than the host. It attacks using the host's weapons.
Tough Blood. When or when not invading, and after being attacked, but only twice per day, it can increase it's AC by +2.
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