D&D 5th Edition
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Imp
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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!
Traits
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 (Bite in Beast Form): 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.
Attributes
AC
13
Alignment
Lawful Evil
CHA
14
CON
13
Challenge Rating
1
Condition Immunities
Poisoned
DEX
17
HP
10 (3d4+3)
INT
11
Immunities
Fire, Poison
Languages
Infernal, Common
Passive Perception
11
Resistances
Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Roll 0
Sting/Bite
1d20 + 5
1d4+3
STR
6
Senses
Darkvision 120 Ft.
Size
Tiny
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Speed
20 ft., fly 40 ft.
Type
fiend (devil, shapechanger)
WIS
12
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