Imp

Tiny Fiend. CR 1, AC 13, 31 HP. Traits: Devil's Sight, Devilish Resilience, Magic Resistance.

Armor class
13
Hit points
31
Challenge
1
Creature type
Fiend
Size
tiny

Stat block

Cha
18
Con
12
Dex
16
Int
10
Str
6
Wis
12
Speed
Fly: 40; Walk: 20
Senses
darkvision 120 ft.
Skills
Actions
  • Slam (Beast Form Only). _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning, piercing, or slashing damage (based on the type of damage dealt by the Beast form's primary attack, such as Bite).
  • Sting (True Form Only). _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) piercing damage, and the target must make a DC 12 CON save, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Invisibility (True Form Only). The imp magically turns invisible until it attacks or uses Change Shape, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Languages
Infernal,Common
Saving throws
Wisdom: 1; Charisma: 4; Strength: -2; Dexterity: 3; Constitution: 1; Intelligence: 0
Damage immunities
Devilish Resilience
Special abilities
  • Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
  • Devilish Resilience. The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.
  • Magic Resistance. The imp has advantage on saves against spells and other magical effects.
Damage resistances
Devilish Resilience

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.