Armor Class
13
Hit Points
6
(3d4 + 3)
Speed
30 ft., burrow 25 ft.
STR
12
(+1)
DEX
17
(+3)
CON
13
(+1)
INT
11
(+0)
WIS
8
(-1)
CHA
10
(+0)
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances
Cold
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 120 ft., Passive Perception 11
Languages
Common, Deep Speech, Infernal
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The bloodline has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The bloodline 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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