Fire Form.
A creature that touches the imp or hits it with a melee attack while within 5 feet takes 2 (1d4) fire damage. Flammable objects the imp touches ignite if not worn or carried.
Devil's Sight.
Magical darkness doesn’t impede the imp’s darkvision.
Infernal Trickster.
Cinder Imps can turn invisible as a bonus action until the start of their next turn or until they attack. Once they use this trait, they must wait 1 minute before using it again.
Fiery Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) fire damage.
Cinder Puff (Recharge 5–6).
The imp exhales a burst of scorching ash in a 15-ft. cone. Creatures in that area must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage and be blinded until the end of their next turn on a failed save, or half as much damage with no blindness on a success.
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