False Object. If a creature hasn't observed the construct move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the construct is animate.
Unusual Nature. The construct doesn't require air, food, drink, or sleep.
Spider Climb. The construct can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Magic Resistance. The puppet 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.
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.
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