Armor Class
14
natural
Hit Points
26
(4d8 + 8)
Speed
20 ft., Fly 40 ft.
STR
8
(-1)
DEX
18
(+4)
CON
15
(+2)
INT
13
(+1)
WIS
12
(+1)
CHA
16
(+3)
Skills
Deception +7, Insight +5, Intimidation +7, Stealth +8
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities
Fire, Poison
Senses
Darkvision 120 ft., Passive Perception 11
Languages
Common, Infernal Infernal, Common
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Flyby. The imp provokes no opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage, and the target must make a DC 13 Constitution saving throw, or become poisoned for 1 hour.
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.
Comments