Tiny Aberration, Neutral Evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 0 ft., Fly 30 ft.
STR
6 (-2)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Skills Arcana +4, Perception +4, Sleight of Hand +5, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Common Understands common but can't speak it., Deep Speech Understands Common but can't speak it.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Born to Darkness. Magical darkness doesn't impede the spawn's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The Yog-spawn can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must make a DC 11 Wisdom saving throw, taking 10 (3d6) psychic 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.

Whispers from the Far Realm (1/day). One creature of the Yog-spawn's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or become confused for 1 minute. At the end of its turns, an affected target can make a wisdom saving throw. If it succeeds, this effect ends for that target.

Monster Tags: aberration

SnigTheAxe