Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Infernal, Common
Resistances & Immunities
Environments
Traits
Devil's Sight
Magical darkness doesn't impede the imp's darkvision.
Magic Resistance
The imp has advantage on saving throws against spells and other magical effects.
Shapechanger
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Variant: Familiar
The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.
Actions
Invisibility
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Sting
+5 to hit, reach 5 ft (1.5 m).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
About Imp
Imp is a tiny 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 10 hit points (derived from 3d4+3).
Imp has communication capabilities including Infernal, Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Imp
2 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.
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Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.
Player Guide: Facing Imp
2 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.
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Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.
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.
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Related D&D 5e Content
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