Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren’t Silvered
Damage Immunities Fire, Poison
Damage Immunities (suggested) Cold, Electricity, Fire; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren’t Silvered
Condition Immunities Poisoned
Condition Immunities (suggested) none
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Innate Spellcasting (suggested). The imp’s innate spellcasting ability is Intelligence (spell save DC 1). It can innately cast the following spells, requiring no components:
- At will: detect good, detect magic
- 1/day: suggestion
Regeneration (suggested). The imp regains 1 hit points at the start of its turn. The imp dies only if it starts its turn with 0 hit points and doesn’t regenerate.
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.
Shapechanger (suggested). The imp can use its action to polymorph into a beast or back into its true form: Giant Rat (speed 30 ft.), Raven (20 ft., fly 60 ft.), Giant Spider (30 ft., climb 30 ft.) and Goat ( 40 ft.). 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: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
- Sting (Imp Form, Suggested). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4-2) piercing damage plus poison damage. The target must make a successful DC 11 Constitution saving throw or drop to zero hit points and roll for death save.
- 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Imps are wicked and cunning creatures that serve as loyal minions for evil spellcasters and clerics. They are small and agile, with a height of only 2 feet and a wingspan of 4 feet. Their bodies are covered with dark red scales, and they have horns, claws, and tails tipped with venomous barbs. Their eyes glow with a sinister yellow light.
Imps have the ability to change their shape into other animals, usually to spy on their enemies or to escape danger. They can assume the form of any small creature, such as a Giant Rat, Raven, Giant Spider or Goat. In these forms, they are indistinguishable from normal animals, except for their glowing eyes and their malicious intelligence.
COMBAT
In its natural form, the imp attacks with the wicked stinger on its tail. In addition to inflicting piercing damage, this stinger injects a powerful poison which is so almost deadly. When it is polymorphed, the imp attacks with the natural weaponry of its adopted form, though the goat and raven forms lack damaging attacks.
The imp is a cunning and malicious creature that can change its shape to deceive and manipulate its enemies. It has a range of magical abilities that it can use in any form, such as detecting the presence of good or magic, or becoming invisible at will. It can also influence the minds of others with a powerful suggestion once per day.
Imps are highly resistant to damage from natural and magical sources. They are immune to cold, fire, and electricity, and they can shrug off most spells as if they were much stronger than they appear. Only silver or magical weapons can harm them, and even then they can regenerate their wounds quickly. Imps are not to be underestimated, as they can pose a serious threat to anyone who crosses their path.
HABITAT / SOCIETY
Imps are vile and cunning creatures that hail from the darkest planes of evil. They seek to spread corruption and misery by serving as familiars for evil wizards and priests. They can be summoned by a find familiar spell, but only if the caster is deemed worthy of their service.
Imps are not loyal servants, but rather manipulative schemers. They pretend to obey their masters, but in reality they try to influence their actions and steer them towards greater evil. They have their own agenda and aspirations, and they will not hesitate to betray their masters if it suits their interests.
Imps are hard to kill, as they can regenerate from any wound that is not inflicted by a silver or magical weapon. Even if their body is destroyed, their spirit returns to their home plane, where they can reform and come back to the Prime Material plane after a while.
Imps share some of their abilities with their masters. They can communicate telepathically with them, as long as they are within one mile of each other. They can also grant them enhanced vision, including infravision. If the imp is close to its master, the master gains a boost in power, as if he were one level higher than he actually is. However, if the imp is far away from its master, the master suffers a penalty, as if he were one level lower than he actually is. If the imp is killed, the master loses four levels of ability, which can only be regained by normal means.
ECOLOGY
Imps are the minions of the evil lords who rule the darkest planes. They serve as messengers and spies, but their main goal is to spread chaos and misery in our world. They often infiltrate mortal societies, posing as harmless animals or even as friends or allies. They use their cunning and charm to corrupt and deceive, and they delight in causing harm and suffering to others. Imps are always looking for opportunities to advance their status and power, and they will not hesitate to sacrifice their fellow imps or even their masters if it benefits them.
Imp is employed as material component to empower the following spells: