Tiny Fiend (Devil), Lawful Evil
AC 13    Initiative +3 (13)
HP 13 (6d4 + 6)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 6 −2 −2
DEX 12 +1 +1
CON 10 +0 +0
Mod Save
INT 11 +0 +0
WIS 10 +0 +0
CHA 12 +1 +1
Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages Common, Infernal
CR 1 (XP 200; PB +2)
Traits

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

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage

Description

Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps’ devilish council.

Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2025 12:02:26 AM
2
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Habitat: Any

Darthjig

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