Imp | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Monster Manual, page 76

Imp CR: 1

Tiny fiend (devil, shapechanger), lawful evil
Armor Class: 13
Hit Points: 10 (3d4+3)
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Proficiency Bonus +2, Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: Darkvision 120 ft, Passive Perception 11
Languages: Infernal, Common
Challenge Rating: 1

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.

Actions

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.


Created by

imtealted.

Statblock Type

Monster

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