Blood Imp
Tome of Beasts 2
(100 XP)
Robinloft Estimated
CR
1/2
Armor Class
13 (natural armor)
Hit Points
14 (4d4+4)
Speed
20 ft., fly 40 ft.
STR
6
(-2)
DEX
14
(+2)
CON
13
(+1)
INT
12
(+1)
WIS
11
(+0)
CHA
14
(+2)
Saving Throws
—
Skills
Persuasion +4, Religion +5, Stealth +4
Damage Resistances
cold
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Common, Infernal
Environments
Bleed the Dying.
The imp’s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spew Blood.
Ranged Spell Attack: +4 to hit, range 20 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.
Blood Imp
Not yet described
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