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Devil of Pettiness and Suspicion

Habitat: Any; Treasure: None

Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps’ devilish council.

Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.

I can tell you what I know, but wouldn’t you rather I tell you what’ll let you do what you know you’re going to do anyway?

—Skeever, imp servant of Firan Zal’Honan

Traits

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.


Imp

Tiny Fiend (Devil), Lawful Evil
  • Armor Class 13
  • Hit Points 21 (6d4 + 6)
  • Speed 20 ft., Fly 40 ft.
  • Initiative +3 (13)
STR
6 (-2)
DEX
17 (3)
CON
13 (1)
INT
11 (0)
WIS
12 (1)
CHA
14 (2)
  • Saving Throws Str -2, Dex +3, Con +1, Int +0, Wis +1, Cha +2
  • Skills Deception 4, Insight 3, Stealth 5
  • Damage Resistance Cold
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 11
  • Languages Common, Infernal
  • Challenge 1 (200 XP)
  • Habitat Any
  • Treasure None
  • 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: (1d6 + 3) Piercing damage plus (2d6)Poison damage.
  • Invisibility. The imp casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.
  • Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
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