AC 13 Natural Armor    Initiative +4 (14)
HP 15 (1d4)
Speed 40 ft.
Mod Save
STR 8 −1 −1
DEX 18 +4 +4
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Skills Acrobatics +5, Stealth +5
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Blinded, Charmed
Senses Darkvision 60 feet; Passive Perception 14
Languages None
CR 1 (XP 200; PB +2)
Traits

Trickster's Sight. Magical darkness doesn't impede the imp's dark vision. 

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

Echoes of the Jester. The familiar can communicate with it's master telepathically if the the two are no more than 100 feet apart. Additionally, the familiar's master can stop seeing through their own senses in order to see through the senses of the familiar. While perceiving through your familiar’s senses, you can speak through your familiar in your own voice.

The Greatest Trick: When the familiar is reduced to 0 hit points, it vanishes in a puff of confetti. It's master can choose to resummon it at the next midnight. 

Arcane Assistant: Using a bonus action, the familiar's master can order the familiar to attack.

Trickster's Farce: Once a day, the familiar can cast Tasha's Hideous Laughter on one target. Spell save is DC 13.

Actions

Secret Secretion Peck: Melee weapon attack:  +3 to hit, reach 5 feet., one target. Hit: (1d4 + 1). On a hit, target must make a DC 13 CON save or be  Poisoned. On a success, the target is immune to this effect for 24 hours. 

Reactions

Fools Folly. As a reaction taken when the familiar receives damage, the familiar's master can have the familiar gain resistance to one type of receive damage until the end of the master's next turn. This uses the master's reaction for the round. 

Description

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