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.
Hovering. The Imp floats about a foot or so off of the ground. Although it cannot go any higher than this, and also cannot jump, this ability can be useful in simply avoiding certain things completely. In the event the Imp is in the air, most likely from it using its 'Behind You' or falling off of a point of elevation, it would act as if it was under the effect of 'Feather Fall'.
ex: Grease Spell, Pressure Plates, Low-Strung Trip-Wires, Ball Bearings, Caltrops, etc.
Behind You. As an action the Imp can teleport anywhere it can see within 30ft.
If the Imp teleports within melee range of an enemy creature, it may immediately use its bonus action to make two 'Claw Swipe' attacks.
Claw Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target must make a DC 9 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
Multiattack. The Imp makes two 'Claw Swipes'
Description
Oh. Fear. The Imp causes me fear, with its razor sharp talons and its one eye, locked into mine through my helmet. The Imp uses a propellant to hover above the ground, giving it superior mobility over everything.. including me.
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