Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage
Infernal Protection. Infernal creatures have advantage on saving throws against spells and other magical effects.
Infernal Rite. All Infernal weapon attacks are considered magical.
Infernal Tactics. The crawler has advantage on attack rolls against creatures if at least one ally is within 5 feet of the creature and the ally isn’t incapacitated.
Infernal Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 9 (1d6+6) necrotic damage.
Infernal Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 9 (1d6+6) necrotic damage.
Infernal Tail. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 9 (1d6+6) force damage.
Infernal Escape. The Infernal Crawler can take the Disengage or Hide action as a bonus action on each of its turns.
Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.
Description
These Ferocious and agile demons are found all over Hell and are often used on the front line in concerted attacks in either dimension. They revel in battle, feeding off their victims when the hunger takes them.
Despite their low status among the demon ranks and their seemingly endless number, Imps have unique characteristics in battle. Some prefer fighting from an elevated position, while others will rush their target and swipe at them with razor-sharp claws. Walls and obstacles offer no defense against Imps as they will leap great heights and easily hang from surfaces. The Imp is capable of channeling Hell's energy through its hands and shaping it into a projectile. As the Imp Channels the energy, airborne particles, and debris are sucked into the maelstrom to create a condensed, superheated fireball.
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