Shapechanger. The imp can use its action to polymorph into a beast form that resembles a Ice Mephit (speed 20 ft.), a owl (20 ft., fly 60 ft.), or a Ice spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Ray of Frost. Range Spell Attack : +5 to hit, Reach 60 ft., one target. Hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Description
Cania Imps are always looking for an edge to advance in the 8th level of Hell. They Look for prove them selves of use to the Gelugon, Hutijin, or Mephistopheles himself. They are more hardy than normal imps due to the fact that they have had to adapt to the cold of Cania.
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