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.
- 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.
- At will Grasp , Minor Illusion , Detect Evil and Good
- 1/day each Disguise Self , Message
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.