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.
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.
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 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.
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