Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Infernal,Common
Resistances & Immunities
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
GM Tips: Using Imp
When using Imp 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.
Player Guide: Facing Imp
1 strategies available
Player Guide: Facing Imp
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.
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 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
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.
Related D&D 5e Content
Related D&D 5e Content
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