Homebrew Elemental Imp Species Details
Lore
Elemental Imps are fiendish cousins of the common imp, spawned in the Nine Hells when infernal magic fused demonic essence with shards of elemental power. Each reflects its origin: Fire Imps flicker with embers, Ice Imps exhale chilling mist, Earth Imps drip with grit and stone, and Wind Imps whisper with storm‑laden wings. Though created as expendable scouts and saboteurs for archdevils, many slip free of their masters, wandering the mortal world as sly tricksters who embody both infernal cunning and elemental chaos.
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Fire Imps are hot‑tempered and impulsive, delighting in destruction and mischief.
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Ice Imps are cold and calculating, savoring manipulation and slow erosion of trust.
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Earth Imps are stubborn and brooding, hoarders of secrets and treasures.
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Wind Imps are restless and unpredictable, thriving on chaos and stirring conflict.
Species Traits
Ability Score Increase. +2/+1 or +1/+1/+1
Creature Type. Fiend.
Size. Small (2–3 ft tall).
Speed. 30 ft walking, 30 ft flying (cannot fly in heavy armor).
Darkvision. 60 ft.
Languages. Common and Infernal.
Fiendish Trickery: Advantage on Deception checks.
Elemental Variants
Choose one elemental lineage at character creation:
🔥 Fire Imp
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Resistance: Fire damage.
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Fiery Sting (Breath Weapon): Once per short or long rest, exhale flame in a 15‑ft cone. Each creature must make a Dexterity save (DC = 8 + proficiency + Charisma). On a fail, they take 2d6 fire damage, half on success. Damage scales: 3d6 at level 6, 4d6 at level 11, 5d6 at level 16.
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Infernal Flame: You can ignite flammable objects with a touch.
❄️ Ice Imp
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Resistance: Cold damage.
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Frozen Sting (Breath Weapon): Once per short or long rest, exhale frost in a 15‑ft cone. Constitution save (DC = 8 + proficiency + Charisma). Fail = 2d6 cold damage, half on success. Damage scales: 3d6 at level 6, 4d6 at level 11, 5d6 at level 16.
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Chilling Aura: Creatures within 5 ft of you have disadvantage on saving throws against exhaustion from cold.
🌍 Earth Imp
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Resistance: Poison damage.
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Earthen Sting (Breath Weapon): Once per short or long rest, spew grit in a 10‑ft cone. Strength save (DC = 8 + proficiency + Charisma). Fail = restrained until end of your next turn.
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Stone Hide: Advantage on saving throws against being knocked prone.
🌪️ Wind Imp
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Resistance: Lightning damage.
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Storm Sting (Breath Weapon): Once per short or long rest, unleash a gust in a 15‑ft cone. Strength save (DC = 8 + proficiency + Charisma). Fail = pushed 10 ft and knocked prone.
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Swift Flight: You can Dash as a bonus action while flying.
Elemental Imp Traits
Darkvision, Resistance, Breath Weapon, DeceptionAbility Score Increase
Ability Score Increase. +2/+1 in one each or +1/+1/+1 in 3 different ones. (Dexterity and Charisma recommended)
Creature Type: Fiend
You are regarded as a Fiend.
Speed
30 ft walking, 30 ft flying (cannot fly in heavy armor).
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You know the languages Common and Infernal.
Fiendish Trickery
Advantage on Deception checks.
Elemental Lineage
Choose one elemental lineage at character creation: Fire Imp, Ice Imp, Earth Imp, Wind Imp
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