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Imp

Tiny · Fiend · CR 1 · Chaotic Evil

Source. Black Flag SRD
Armor Class
13
Hit Points and Hit Dice
31
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
18
+4

Overview

Category Monsters
Size Tiny
Type Fiend
Alignment Chaotic Evil
XP 200
Initiative Bonus +3

Movement

Walk 20 ft (6.1 m)
Fly 40 ft (12.2 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 11

Saving Throws

Strength -2 Dexterity +3 Constitution +1 Intelligence +0 Wisdom +1 Charisma +4

Languages

Infernal,Common

Resistances & Immunities

Damage Immunities
Devilish Resilience
Damage Resistances
Devilish Resilience

Traits

Devilish Resilience

The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.

Devil's Sight

Magical darkness doesn't impede the imp's darkvision.

Magic Resistance

The imp has advantage on saves against spells and other magical effects.

Actions

Invisibility

The imp magically turns invisible until it attacks or uses Change Shape, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Slam

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 slashing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning, piercing, or slashing damage (based on the type of damage dealt by the Beast form's primary attack, such as Bite).

Sting

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 poison damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 12 CON save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Change Shape

The imp magically transforms into a Medium or smaller Beast that has a CR no higher than its own or back into its true form, which is a Fiend. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.

About Imp

Imp is a tiny fiend with a Challenge Rating of 1. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 31 hit points (derived from None).

Imp has communication capabilities including Infernal,Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Imp

1 tips available

When using Imp in your D&D 5e campaign, consider these tactical approaches:

  • 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.

Player Guide: Facing Imp

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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.

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 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Imp?
Imp has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Imp?
Imp is a Tiny Fiend, which affects how certain spells and abilities interact with it.
What languages does Imp speak?
Imp can communicate in Infernal,Common.

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