Illustration Xan Drake

Ice Imps

Wilder
Challenge 2
(450 XP)
Robinloft Estimated CR 2
Small fey, unaligned
Armor Class 14 (natural armor)
Hit Points 10 (3d6)
Speed 45 ft., climb 45 ft., swim 25 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
4 (-3)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws Con +2, Cha +3
Skills Acrobatics +5, Perception +1, Performance +3, Stealth +5, Survival +1
Damage Vulnerabilities acid, fire, radiant
Damage Resistances piercing, slashing, cold, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, Draconic, Dwarvish, and Elven but can't speak
Environments arctic, coastal, forest, mountain
False Frost Appearance (3/Day).

While the imp remains motionless, it is indistinguishable from ordinary snowy banks or branches.

Pack Tactics.

Ice Imps have advantage on an attack roll against a creature if at least one of Ice Imps’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Sneak Attack (1/Turn).

Ice Imps deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Ice Imps that isn’t incapacitated and Ice Imps doesn’t have disadvantage on the attack roll.

Tail Spike Regrowth (3/Day).

Ice Imps have three tail spikes. Used spikes regrow when Ice Imps finishes a long rest.

Actions

Multiattack. Multi-Attack: 2nd claw attack upon a successful 1st strike
Frosty Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 3 (1d6) cold damage.
Spike Shot. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4) poison damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Impish Retribution. Words Here???

Variants

Cavern Imps.

Cavern version

Evergreen Imps.

Words

House Imps.

The friendly domesticated sub category

Mephits

Mephits are mischievous elemental tricksters, born from the union of disparate elemental planes. They are perpetually eager to sow chaos and confusion.

Elemental Mischief. Mephits come in various forms, each corresponding to a blend of elements. They delight in creating small-scale havoc, whether by igniting fires, chilling the air, or blinding enemies.

Unpredictable Allies. Though generally selfish, mephits can be bargained with. They often serve more powerful beings, seeking scraps of elemental energy or arcane knowledge in return.

Improvisational Impact. Mephits lack raw strength, making up for it with their elemental abilities and innate cunning. They prefer ambushes and hit-and-run tactics, using their elemental traits to control the battlefield in unexpected ways.

Ice Imps

Not yet described

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