Kryx RPGThemesMonsters

Imp

Tiny fiend (devil)
Challenge
1 (200 XP)

STR
−2
DEX
3
CON
1
INT
0
WIS
1
CHA
2

10
3d4+3
13
Fort
+1
Ref
+0
Will
+1
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage immunities fire, poison
Condition immunities poisoned

Speed 6 m., fly 12 m.
Senses darkvision 35 m., passive Perception 11
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Languages Infernal, Common

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.

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 6 m.), a raven (6 m., fly 18 m.), or a spider (6 m., climb 6 m.), 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.

Spellcasting. The imp’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

At will: invisibility

Variant: Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1.6 kilometers of each other. While the imp is within 3 meters of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Fortitude saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.