Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Infernal
Resistances & Immunities
Traits
Devil's Sight
Magical darkness doesn't impede the imp's darkvision.
Fire Absorption
Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
Heat Metal (1/Day)
As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
Magic Resistance
The imp has advantage on saving throws against spells and other magical effects.
Actions
Fire Touch
+4 to hit, reach 5 ft (1.5 m). Hit: 2d4+2 fire damage.
Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
Hurl Flame
+4 to hit, range 150 ft (45.7 m). Hit: 2d4 fire damage.
Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.
About Fire Imp
Fire Imp is a tiny fiend with a Challenge Rating of 1/2. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 14 hit points (derived from 4d4+4).
Fire Imp has communication capabilities including Common, Infernal. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Fire Imp
2 tips available
GM Tips: Using Fire Imp
When using Fire 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.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
Player Guide: Facing Fire Imp
2 strategies available
Player Guide: Facing Fire 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.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire 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 Fire Imp?
- Fire Imp has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
- What type of creature is Fire Imp?
- Fire Imp is a Tiny Fiend, which affects how certain spells and abilities interact with it.
- What languages does Fire Imp speak?
- Fire Imp can communicate in Common, Infernal.
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