Fire Imp

Tiny Fiend, lawful evil. CR 1/2, AC 13, 14 HP. Traits: Devil's Sight, Fire Absorption, Heat Metal, Magic Resistance.

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

Stat block

Cha
14
Con
12
Dex
14
Int
10
Str
5
Wis
10
Speed
Fly: 40; Walk: 20
Senses
darkvision 120 ft., passive Perception 10
Skills
Stealth: 4; Deception: 3
Actions
  • Fire Touch. 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. 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.
Languages
Common, Infernal
Damage immunities
fire, poison
Special abilities
  • 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.
Damage resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Condition immunities
poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.