Illustration Xan Drake

Imp

System Reference Document 5.1
Challenge 1
(200 XP)
Robinloft Estimated CR 1
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Environments
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.

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on 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.

Variants

Variant: Familiar.

The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

Fiends

Fiends, in the simplest of terms, can be seen as an inverse of celestials—hosting the devils to their angels. They come from the Lower Planes—sometimes referred to as the Fiendish Planes for the majority of the beings that reside there—and are a general family of creatures that include devils, demons, and yugoloth, along with other lesser and partial fiends. Just like in any other plane, not all of these creatures get along, with the devils and demons in particular having a nasty history of war between the two.

Due to their home emanating a primal malevolence, all fiends have the reputation—and certainly the ability—to be full of pure malice and evil. However, some do choose to leave for other planes of existence to escape this rotted, evil realm. Many may be content with a life of evil due to their nigh-immortal existence and distorted sense of time, watching centuries pass as if it were but a day.

Tactics. While knowing your neighbor dwarf or the local human innkeeper’s name is a common courtesy expected of decent citizens, knowing a fiend’s true name is a point of vulnerability. A fiend may use their own true name to rise in the ranks of their own plane, but a mortal with a fiend’s true name has complete control over the wily creature. While this may not be feasible for the common adventurer to hold over a hostile fiend’s head, know that most fiends have a certain degree of magic and like to utilize it to inspire fear and division in the mortals they come across.

Devils

“Be mindful of the temptation to make deals with evil. Devils embody a cruel and heartless order, corrupting through whispered pacts and binding contracts.”

Architects of Ruin. Originating from the Nine Hells, devils excel in corrupting souls. Known for deceptive pacts filled with inscrutable clauses, they trap even the most cautious in unbreakable servitude. Every devilish action, no matter how seemingly benign, contributes to a larger, diabolical scheme that spans across the planes. Their ultimate aim is to subjugate free will and extend their malevolent influence.

Wicked Anatomy. With meticulously sculpted horns, forked tails, and piercing eyes, a devil’s form is an affront to divine creation, ensnaring those who underestimate their malice.

Strict Hierarchy. The infernal society is a brutal meritocracy. Though every devil knows its place, they seethe and scheme to rise through the ranks from lowly imps to fearsome archdukes.

Willful Blindness. So fixated on order and control, devils fail to comprehend unpredictable acts of altruism and free will committed by the righteous—an exploitable weakness.

Imp

Not yet described

Known Relationships

Associations

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