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.