Imp Species in Faerûn | World Anvil
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Imp

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.   An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.    

Imp CR: 1 (200 XP)

Tiny fiend (devil, shapechanger), lawful evil
Armor Class: 13
Hit Points: 10 (3d4 + 3)
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: Cold, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 feet, Passive Perception 11
Languages: Infernal, Common
Challenge Rating: 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 feet), a raven (speed 20 feet, fly 60 feet), or a spider (speed 20 feet, climb 20 feet), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.   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

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d4 + 3 piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.   Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
2 feet
Average Weight
8 pounds

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