How to build challenging
encounters
against an Imp
Imps are small, winged devils that serve as spies, messengers, and familiars for more powerful fiends. They are cunning, malicious, and loyal to their masters, but they also enjoy causing mischief and pain to other creatures. Imps can be encountered as enemies or allies in various settings and situations, and they can pose a challenge to adventurers of any level. In this article, I will show you how to build challenging encounters with an imp, under the point of view of the imp.
Special Abilities of the Imp
The imp has several special abilities that make it a tricky and versatile opponent. Here are some of them:
- 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.
- Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison 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.
Description of the Monster
The imp is a small creature that resembles a twisted humanoid with bat-like wings, horns, a tail, and red skin. It has sharp teeth and claws, and a wicked grin on its face. It speaks in a high-pitched voice that is full of sarcasm and malice.
The imp is loyal to its master, usually a more powerful devil or a mortal spellcaster who has made a pact with it. It serves as a spy, messenger, or familiar for its master, carrying out its orders and reporting back any information it gathers. It also enjoys causing mischief and pain to other creatures, especially those who oppose its master or its infernal agenda. It takes pleasure in lying, deceiving, corrupting, and tormenting its enemies and allies alike.
The imp’s goals are to further its master’s plans, to advance its own status in the infernal hierarchy, and to have fun at the expense of others. It is not above betraying its master or its allies if it thinks it can gain something from it, but it is also smart enough to know when to stay loyal or when to flee from danger.
Possible Tactics in Different Terrains
The imp can adapt to different environments and use them to its advantage. Here are some factors to consider when choosing a terrain for an encounter with an imp:
- Visibility. The imp can use its invisibility and devil’s sight to see and move in darkness or dim light, while hiding from its enemies or ambushing them. It can also use its shapechanger trait to blend in with the surroundings, such as a rat in a sewer, a raven in a graveyard, or a spider in a web. It can also use its stealth skill to sneak around or hide behind cover or obstacles.
- Cover. The imp can use its small size and flying speed to find cover from ranged attacks or spells, such as behind walls, pillars, furniture, or trees. It can also use its shapechanger trait to squeeze into small spaces or cracks, such as under a door, inside a barrel, or between rocks.
- Obstacles. The imp can use its flying speed and climbing speed to overcome obstacles that might hinder its enemies, such as pits, chasms, walls, or fences. It can also use its shapechanger trait to pass through narrow openings or gaps, such as a window, a vent, or a grate.
- Hazards. The imp can use its damage resistances and immunities to ignore or reduce the effects of hazards that might harm its enemies, such as fire, poison, traps, or spikes. It can also use its shapechanger trait to avoid or trigger hazards that might benefit it, such as a rat setting off a tripwire, a raven dropping a rock on an enemy’s head, or a spider crawling on an enemy’s face.
- Resources. The imp can use its intelligence and skills to find and use resources that might help it in combat or in other situations, such as weapons, tools, keys, potions, scrolls, or magic items. It can also use its shapechanger trait to carry or manipulate objects that might be useful for it, such as a rat gnawing on a rope, a raven picking up a coin, or a spider spinning a web.
Some possible terrains that suit the imp’s style and preferences are:
- Urban areas. The imp can find plenty of places to hide and spy in cities and towns, such as alleys, rooftops, sewers, markets, taverns, or temples. It can also find many opportunities to cause trouble and mischief among the people and creatures that live there.
- Dungeons. The imp can explore and exploit the secrets and dangers of dungeons and ruins, such as traps, puzzles, treasures, monsters, or cultists. It can also serve as a guide or a hindrance for adventurers who venture into these places.
- Forests. The imp can fly and climb among the trees and plants of forests and jungles, using them as cover and obstacles for its enemies. It can also interact with the animals and fey that inhabit these places, either befriending them or antagonizing them.
- Swamps. The imp can swim and dive in the murky waters of swamps and marshes, using them as cover and obstacles for its enemies. It can also deal with the creatures and plants that dwell in these places, either avoiding them or using them as allies or weapons.
Special Tactics
The imp can employ some special tactics to surprise and challenge its enemies. Here are some of them:
- Disguise. The imp can use its shapechanger trait to disguise itself as other creatures or objects, such as a rat, a raven, a spider, a cat, a dog, a child, a statue, or a coin. It can use this tactic to spy on its enemies, to infiltrate their ranks, to lure them into a trap, or to escape from danger. It can also use its deception and persuasion skills to fool its enemies with lies or false promises.
- Invisibility. The imp can use its invisibility to sneak around or escape from danger. It can use this tactic to spy on its enemies, to ambush them, to steal from them, or to flee from them. It can also use its stealth skill to remain hidden while invisible.
- Poison. The imp can use its sting attack to poison or paralyze its foes. It can use this tactic to weaken or incapacitate its enemies, to make them more vulnerable to other attacks or effects, or to finish them off. It can also use its poison immunity to resist or ignore the effects of other poisons.
- Devil’s Sight. The imp can use its devil’s sight to see through darkness or illusions. It can use this tactic to gain an advantage over its enemies who rely on sight, to avoid or counter their spells or abilities that create darkness or illusions, or to create darkness or illusions of its own.
Combat Tactics of the Imp against a Generic Party of Adventurers
The imp can fight against a typical party of adventurers that consists of different classes and roles. Here are some ways that the imp can target the most vulnerable or threatening members of the party, avoid or overcome their strengths and exploit their weaknesses, cooperate with other allies or enemies in the battlefield, and adjust its strategy according to the situation:
- Against a fighter, barbarian, paladin, or monk. The imp can use its flying speed and small size to stay out of reach of their melee attacks, while using its sting attack or other ranged attacks to harass them from afar. It can also use its invisibility and stealth to avoid their attacks of opportunity or reactions. It can also use its poison and magic resistance to reduce the effects of their abilities that deal extra damage or impose conditions.
- Against a rogue, ranger, bard, or warlock. The imp can use its cover and obstacles to avoid their ranged attacks or spells, while using its devil’s sight and magic resistance to counter their abilities that rely on darkness or illusions. It can also use its shapechanger and deception skills to trick them into trusting it or revealing their secrets. It can also use its poison and condition immunities to resist their abilities that deal extra damage or impose conditions.
- Against a wizard, sorcerer, cleric, or druid. The imp can use its flying speed and invisibility to get close to them and disrupt their concentration with its sting attack or other melee attacks. It can also use its magic resistance and devil’s sight to avoid or counter their spells that target it directly or create area effects. It can also use its shapechanger and persuasion skills to tempt them into making deals with it or betraying their allies.
- Against other allies or enemies. The imp can cooperate with other allies or enemies in the battlefield by providing information, distraction, support, or sabotage. It can also betray them if it thinks it can gain something from it.
The imp can adjust its strategy according to the situation by changing its form, using its invisibility, fleeing from danger, switching targets, changing terrains, seeking reinforcements, negotiating with enemies, or surrendering if necessary.
Example of Encounters with the Imp
Here are some examples of encounters that involve the imp as an enemy or an ally:
- Enemy: The imp is spying on the party for its master, a powerful devil who wants to stop them from interfering with his plans. The imp follows them invisibly and reports back any information it gathers. It also tries to sabotage their efforts by setting traps, stealing items, spreading rumors, creating illusions, or attacking them when they are vulnerable.
- Ally: The imp is serving as a familiar for a friendly NPC wizard who needs the party’s help with a quest. The imp accompanies them and provides assistance with scouting, communication, magic items, or combat. However, the imp is also secretly working for another master who has different goals than the wizard.
- Enemy: The imp is part of a cult that worships an evil god and performs dark rituals. The imp acts as a messenger and scout for the cult leader and his followers. The party encounters the imp while investigating the cult’s activities and tries to stop them from completing their ritual.
- Ally: The imp is trapped in a magic circle by an enemy NPC spellcaster who wants to use it for a nefarious purpose. The imp begs the party to free it and promises to reward them or help them with their quest. However, the imp is also lying about its intentions and plans to betray them once it is free.
General Suggestions
Here are some general suggestions on how to make encounters with the imp more fun and memorable for both you and your players:
- Roleplay the imp’s personality and motivations. The imp is a cunning, malicious, and loyal creature that enjoys causing mischief and pain to others. It speaks in a high-pitched voice that is full of sarcasm and malice. It lies, deceives, corrupts, and torments its enemies and allies alike. It takes pleasure in serving its master and advancing its own status in the infernal hierarchy. It is not above betraying its master or its allies if it thinks it can gain something from it, but it is also smart enough to know when to stay loyal or when to flee from danger.
- Describe the imp’s actions and effects in a vivid and engaging way. The imp is a small creature that resembles a twisted humanoid with bat-like wings, horns, a tail, and red skin. It has sharp teeth and claws, and a wicked grin on its face. It flies and climbs around the battlefield, using its shapechanger trait, its invisibility, its sting attack, and its devil’s sight to create various effects and strategies. It also uses its intelligence and skills to find and use resources that might help it in combat or in other situations.
- Balance the imp’s power and challenge with its vulnerability and humor. The imp is a tricky and versatile opponent that can pose a challenge to adventurers of any level. However, the imp is also a vulnerable and humorous creature that can be defeated or outsmarted by clever or lucky adventurers. The imp can be injured or killed by silvered weapons or radiant damage, or by other effects that target its weaknesses. The imp can also be fooled or tricked by deception or insight checks, or by other effects that exploit its flaws. The imp can also be a source of comedy or drama for the players, depending on how they interact with it.
Conclusions
To conclude this article, I have shown you how to build challenging encounters with an imp, under the point of view of the imp. I have analyzed the imp’s statistics, special abilities, description, possible tactics in different terrains, special tactics, combat tactics against a generic party of adventurers, example of encounters with the imp, and general suggestions. I hope you have enjoyed reading this article and learned something new about the imp.