Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Infernal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Devils Sight
The imps darkvision penetrates magical darkness.
Familiar
The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait.
Lawful Evil
The imp radiates a Lawful and Evil aura.
Magic Resistance
The imp has advantage on saving throws against spells and magical effects.
Ventriloquism
The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
Actions
Shapeshift
The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Sting (Bite While Shapeshifted)
+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 plus 1d6 poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Bonus Actions
Invisibility
The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect.
About Imp Familiar
Imp Familiar is a tiny fiend with a Challenge Rating of 1/2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 14 hit points (derived from 4d4+4).
Imp Familiar has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Imp Familiar
2 tips available
GM Tips: Using Imp Familiar
When using Imp Familiar in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Imp Familiar
2 strategies available
Player Guide: Facing Imp Familiar
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 75 XP
- Hard: 112 XP
- Deadly: 150 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Imp Familiar?
- Imp Familiar has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
- What type of creature is Imp Familiar?
- Imp Familiar is a Tiny Fiend, which affects how certain spells and abilities interact with it.
- What languages does Imp Familiar speak?
- Imp Familiar can communicate in Infernal, telepathy 120 ft..
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