Fire Imp
Creature Codex
(100 XP)
Robinloft Estimated
CR
1
Armor Class
13 (natural armor)
Hit Points
14 (4d4+4)
Speed
20 ft., fly 40 ft.
STR
5
(-3)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
14
(+2)
Saving Throws
—
Skills
Deception +4, Stealth +4
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Common, Infernal
Environments
Devil’s Sight.
Magical darkness doesn’t impede the imp’s darkvision.
Fire Absorption.
Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
Heat Metal (1/Day).
As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
Magic Resistance.
The imp has advantage on saving throws against spells and other magical effects.
Actions
Fire Touch.
Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn’t being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
Hurl Flame.
Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn’t being worn or carried, it also catches fire.
Fire Imp
Not yet described
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