Medium Or Small Fiend, Neutral
Armor Class 13 Natural Armor
Hit Points 12 (3d4 + 3)
Speed 25 ft., Yeez matches the walking speed of the master.
STR
12 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Darkvision 120 Ft, Passive Perception 11
Languages Can speak, read, and write Common and Infernal
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Carries a chest on its back, and will only let the master open the chest. Unless the master as given  permission. 

Actions

HIDE: The Imp (including any equipment the imp wears or carries) hides automatically when a battle breaks out. If the Imp is unable to hide, the Imp will cast invisibility to avoid any conflict.

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.

 

Reactions

The Imp only uses these attacks if someone besides its master attempts to open the chest it carries or if an enemy gets to close.

Claw - Melee Weapon Attack: +4 to hit, reach 2.5 ft., one target. Hit: (1d4 + 2) slashing damage.

Ranged Attack. Fire Spit Attack: +3 to hit, range 5/25 ft., 1 target. Hit: 5 (1d8 fire damage.) 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The Imp is 2'2" in overall height and weights around 10 pounds. The Imps' speed depends solely on whom it is loyal too. Its head is flat with sharp pointy teeth and yellow glowing eyes and small curl horns on the sides of its head, and small pointy ears under the horns. Imps' skin is black (looks like cracked black leather,) with skinny muscled arms and a four fingered hand that has razor sharp claws, and thick powerful legs with black hooves. 

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.

LordGrayGhost

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