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Blood Imp

Tiny · Fiend · CR 1/2 · Lawful Evil

Armor Class
13 (natural armor)
Hit Points and Hit Dice
14 (4d4+4)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Tiny
Type Fiend
Alignment Lawful Evil
XP 100
Initiative Bonus +2

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 10

Skills

Persuasion +4 Religion +5 Stealth +4

Languages

Common, Infernal

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold
Condition Immunities
poisoned

Traits

Bleed the Dying

The imp’s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage.

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.

Actions

Spew Blood

+4 to hit, range 20/60 ft (6.1/18.3 m). Hit: 2d4 poison damage.

Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.

Sting

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

About Blood Imp

Blood 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).

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

GM Tips: Using Blood Imp

1 tips available

When using Blood 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 Blood 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 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

What is the challenge rating of Blood Imp?
Blood Imp has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Blood Imp?
Blood Imp is a Tiny Fiend, which affects how certain spells and abilities interact with it.
What languages does Blood Imp speak?
Blood Imp can communicate in Common, Infernal.

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