Tiny Fey, Chaotic Neutral
Armor Class 14 Natural armor
Hit Points 45 (10d4 + 20)
Speed
STR
5 (-3)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5, CHA +4
Damage Resistances Bludgeoning and Piercing from nonmagical attacks; Bludgeoning and Slashing from nonmagical attacks, Cold, Fire, Lightning
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Passive Perception 11
Languages Sylvan, understands common but doesn't speak it
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Invisibility: The imp is invisible unless it chooses to reveal itself or is affected by See Invisibility, Faerie Fire, or similar magic.

Cursed Claws: When the imp hits a creature with its Scratch attack, the target must succeed on a DC 12 Charisma saving throw or suffer a random minor magical curse (see Curse Table below). The curse lasts 1 hour or until Remove Curse or similar magic is used.

Magical Flight: The imp can fly even in anti-magic fields, though its curse abilities are suppressed while inside one.

Slippery Form: The imp has advantage on checks and saving throws to avoid being grappled or restrained.

 

Curse Table (d6):

1. Silenced: You can't speak above a whisper.

2. Hexed Memory: You forget how to cast your highest-level spell until the curse ends.

3. Mocking Shadow: Your shadow comes to life and mimics your actions 1 second late, distracting you (−2 to initiative and Stealth checks).

4. Backwards Speech: You speak in reverse order, confusing verbal spell components (50% chance spell fails if verbal component is required).

5. Muscle Twitch: You involuntarily twitch — disadvantage on Dexterity checks.

6. Echoing Voice: Your voice echoes loudly after everything you say, alerting nearby enemies and disrupting stealth.

Actions

Scratch (Melee Weapon Attack): +5 to hit, reach 5 ft., one target.Hit: 5 (1d6 + 2) slashing damage and the target must make a DC 12 Charisma save or suffer a curse (see below).

Dissonant Chitter (Recharge 5–6): The imp emits a discordant, invisible shriek. All creatures within 10 ft. must make a DC 12 Wisdom saving throw or have disadvantage on their next spell attack roll or spell saving throw DC until the end of their next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Antisocialtiefling

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