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Imp

Small · Fiend · CR 1 · Lawful Evil

Source. 5e 2024 Rules
Armor Class
13 (natural armor)
Hit Points and Hit Dice
21 (6d4 + 6)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Small
Type Fiend
Alignment Lawful 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 +2

Skills

Deception +4 Insight +3 Stealth +5

Languages

Common, Infernal

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold
Condition Immunities
poisoned

Traits

Magic Resistance

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

Actions

Invisibility

Cost 1

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

  • At Will: Invisibility

Shape-Shift

Cost 1

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 statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.

Sting

Cost 1

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 piercing damage.

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

About Imp

Imp is a small fiend with a Challenge Rating of 1. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 21 hit points (derived from 6d4 + 6).

Imp has communication capabilities including Common, Infernal. 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 Small Fiend, which affects how certain spells and abilities interact with it.
What languages does Imp speak?
Imp can communicate in Common, Infernal.

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