Bestiary · Fiend

PR 1

Imp

Imps serve whoever holds their contract and spend the term looking for a way out of it, and most contracts have one. They are found in warrens and wherever a bargain was struck.

Imp, drawn at Tiny scale
Physiology
Fiend
Size
Tiny
Speed
20 ft., fly 40 ft.
Armor class
14
Hit points
40 (9d4 + 18)
Proficiency
+2
  • STR 7 -2 save -2
  • DEX 17 +3 save +3
  • CON 14 +2 save +2
  • INT 12 +1 save +1
  • WIS 12 +1 save +1
  • CHA 15 +2 save +2
Skills
Deception +4 , Stealth +5 , Insight +3
Passive Perception
11
Senses
darkvision 120 ft.
Languages
Common, Netherspeech
Damage resistances
cold
Damage immunities
fire, poison
Condition immunities
poisoned
Found in
Subterranean , Rift Breach

Spells

Channels with CHA. Save DC 12, spell attack +4 .

An imp casts only what the terms of its contract cover.

Traits

  • Contract Sense

    Knows the exact terms of any bargain it is party to, and whether a given act would breach them.

  • Shapechanger

    Takes the form of a small animal it has seen. Its statistics do not change.

Actions

  • Sting

    +5 to hit · reach 5 ft.

    1d10 + 3 poison damage

    A poisoned sting, often delivered from behind while the imp is Invisible.

  • Invisibility Bonus action

    Turns Invisible until it attacks or drops concentration.

  • Cite the Clause Reaction

    DC 12 Charisma save

    When a creature within 30 feet acts in a way that would breach a bargain the imp is party to, that creature makes a Charisma saving throw or loses its action.