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.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Vile Spit. Ranged Attack: +4 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) poison damage, and the target must make a DC 11 Constitution saving throw, taking 4 (1d6+2) poison damage on a failed save, or half as much damage on a successful one.
Vampiric Grasp. Melee Attack: +6 to grapple, reach 5 ft., while the creature is grappled they take Hit: 2 (1d4) necrotic damage each turn until the grapple ends or the creature dies. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric imp regains hit points equal to that amount.
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