Large Fiend, Unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 15 ft., Fly 55 ft., Climb 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
9 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +4, DEX +5
Skills Acrobatics +6, Athletics +6, Deception +3, Insight +3, Perception +2, Persuasion +3, Stealth +6
Damage Resistances Fire, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Blindsight 75 ft., Darkvision 105 ft, Passive Perception 11
Languages Common, Infernal, Primordial
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Devilish Echolocation. The imp can't use its blindsight but has immunity to fire damage while deafened.

Keen Hearing and Smell. The imp has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Magical Melee. The imp’s melee weapon attacks are magical.

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

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

Rotting Aura. Any target that starts its turn within 5 feet of the imp must succeed on a DC 12 Constitution saving throw or take 2 necrotic damage.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage plus 4 (2d4) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) slashing damage plus 4 (2d4) necrotic damage.

Whip-Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d8+2) slashing damage.

Invisibility. The imp magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Teleport. The imp magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see.

Blightsnap (Recharge 6). The imp magically teleports up to 50 feet into a creature's space. The creature must succeed on a DC 15 Constitution saving throw or be poisoned and frightened until the end of the imp's next turn. While the target is poisoned and frightened in this way, it can't regain hit points naturally and as long as the creature is poisoned is frightened in this way the imp regains 10 hit points and all creatures within 15 feet of it take 4 necrotic damage at the start of each of the creature's turns.

Habitat: CoastalDesertForestUnderdark

Dragonekillax2

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