Shapechanger. The imp can use its action to polymorph into a beast form that resembles a Giant Rat (speed 40 ft.), a Giant Seahorse (0 ft., swim 40 ft.), or a Giant Spider (40 ft., climb 60 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the devil's dark vision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Familiar Variant. The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.
Familiar Variant. The devil makes two attacks one bite and one tail. If you forgo your action use Multiattack.
Multiattack. The devil makes three melee attacks: one with its bite and two with its claws. Alternatively, it can use Hurl Flame twice.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage DC 15 con save or 3d6 poison.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
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