Tiny Fiend (Devil), Chaotic Evil
Armor Class 10 Natural armor
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Stealth +5
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 Abyssal, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Devil's Sight. Magical darkness doesn't impede the abyssal imp's darkvision.

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

Actions

Sting. 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 imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).

Annoying Mockery. The imp attempts to use Vicious Mockery, but for the life of it, it cannot seem to do more than annoy the enemy. Target that can be seen within earshot must make a DC 12 Wisdom saving throw. On a failed save, target's next attack throw is made on disadvantage, with no effect on a successful one.

Description

Abyssal imps are simply creatures summoned by cultists and demons for the purpose of annoying/distracting their enemies. Incredibly weak and more annoying than anything else, they appear in swarms of 4-9 and harass heroes (hopefully) into submission.

Monster Tags: Devil

Galinndan_Oakenheel

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