Tiny Fiend (Devil), Lawful Evil
Armor Class 14
Hit Points 32 (8d6 + 4)
Speed 20 ft., Fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 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 imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Cunning Action. On each of its turns, the imp can use a bonus action to take the Dash, Disengage or Hide action.

 

Actions

Multiattack. The imp makes two claw attacks and a sting attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

 

Reactions

Invisibility. After being targeted with an attack, the imp can use its reaction to magically turn 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.

Legendary Actions

Villain Actions

On initiative count 20 (losing initiative ties), a group of imps can take a villain action to cause one of the following magical effects:

  • Devilish Prank: The imps temporarily swap an enemy's drawn weapon with an ineffective, wooden version. The enemy is unaware of the swap until they make their first attack with the weapon this round, at which point their original weapon magically returns.
  • WORMS!: The imps open a portal to the Abyss, causing rot grubs to explode out of it! Two Swarm of Rot Grubs appear in unoccupied spaces within 15 ft. of the imps.
  • Faustian Bargain: When faced with imminent death, the imps may attempt to bargain for their lives, offering some boon related to a secret desire or goal in exchange for their lives.

Monster Tags: DevilShapechanger

Hardythedrummer

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