Devil's Sight. Magical darkness doesn't impede the coconut imp's darkvision.
Round. The imp has disadvantage against being knocked prone, and getting up from prone takes all of the imp's movement.
False Appearance. While the coconut imp remains motionless, it is indistinguishable from a normal coconut. DC 17 investigation check negates if they are hiding in any sort of palm tree, DC 12 investigation or DC 16 perception negates otherwise.
Nimble Escape. The coconut imp can take the Disengage or Hide action as a bonus action on each of its turns.
Coconut imps do not need to sleep or eat.
Natural Blow Dart. Ranged Weapon Attack, special: +5 to hit, range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage
Scimitar. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 1d6 + 3 piercing damage.
Hit on the Head with a Coconut. Special attack. +5 to hit, requires dropping from at lest 1 ft. above target's head. Hit: 1d6 bludgeoning damage + an additional 1d6 bludgeoning damage for every 10 ft. coconut imp drops after the first 5 ft. On a hit, target must make a DC 11 constitution saving throw and a DC 13 wisdom saving throw. On a failed constitution save, target is stunned for 1 round. On a failed wisdom save, target experiences a coconuty effect as determine by the coconuty effects table. Effect can only be dispelled by a Lesser Restoration, Remove Curse, or Dispel Evil and Good spell, or by hitting them in the head again with a coconut (either a coconut imp or a regular coconut).
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