Homebrew Imp Species Details

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a 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.

 

Imps can use its tail to deliver a dose of poison. This deals additional poison damage of 3d4 + your Constitution modifier on top of the stingers piercing damage. The target then needs to make a Constitution saving throw, (DC = 8 + Proficiency + Constitution) taking half damage on a save or full damage and be poisoned for 1 minute on a failure. This can be done a number of times equal to your Constitution modifier recharging after a long rest. Alternatively an imp can milk the poison from its own tail to use it on a different weapon. The poison stays potent for one hour if used in this way. An imp is always immune to the effects of its own poison.

 

Imp Traits

tiny fiend

Ability Score

-2 Constitution, +2 Dexterity, and Intelligence or Charisma increases by 1.

Devil's Sight

Magical darkness doesn't impede the imp's darkvision out to a range of 120 ft.

Beast Form

The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a 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.

Barbed Tail

Stinger (Bite in Beast Form)

1d4 + Dexterity piercing damage, and the target must make a Constitution saving throw, (DC = 8 + Proficiency + Constitution modifier) taking 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.

Skills

Dwelling in the Lower Plains, Imps have learned to be stealthy, and how to negotiate out of tough situations. 

Languages

Imps are proficient in Common and Infernal

Magic Resistance

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

Comments

Posts Quoted:
Reply
Clear All Quotes