Blood Imp

Blood drips from the lips of this crimson fiend._ **Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the

Armor class
13
Hit points
14
Challenge
0.5
Creature type
Fiend
Size
Tiny
Alignment
lawful evil

Blood drips from the lips of this crimson fiend._
Agents of Death. Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.
Temple Bane. Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.

Stat block

Cha
14
Con
13
Dex
14
Int
12
Str
6
Wis
11
Speed
Fly: 40; Walk: 20
Senses
darkvision 120 ft., passive Perception 10
Skills
Stealth: 4; Religion: 5; Persuasion: 4
Actions
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Spew Blood. 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.
Languages
Common, Infernal
Damage immunities
fire, poison
Special abilities
  • 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.
Damage resistances
cold
Condition immunities
poisoned

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.