Inkwell Imp
An inkwell imp is a small fiend that lives in a scriptorium and alters one word in the middle of a contract, a survey or a chart, in a hand indistinguishable from the original. The change is always plausible and always wrong. An archive that has kept one for a generation holds a shelf of distrusted instruments with no way to tell which are altered.
- Physiology
- Fiend
- Size
- Tiny
- Speed
- 20 ft., fly 40 ft.
- Armor class
- 14
- Hit points
- 49 (14d4 + 14)
- Proficiency
- +2
- STR 5 -3 save -3
- DEX 18 +4 save +4
- CON 12 +1 save +1
- INT 15 +2 save +2
- WIS 12 +1 save +1
- CHA 14 +2 save +2
- Skills
- Deception +4 , Sleight of Hand +6 , Stealth +6
- Passive Perception
- 11
- Senses
- darkvision 120 ft.
- Languages
- Netherspeech, Common
- Damage resistances
- cold, fire
- Damage immunities
- poison
- Condition immunities
- poisoned
- Found in
- Settlement
Traits
-
Forged Hand
The imp forges any script it has seen well enough that a comparison cannot find the change. Only the original writer can tell, and often not then.
-
Invisibility
Turns Invisible at will and stays so until it attacks or writes.
Actions
-
Sting
+6 to hit · reach 5 ft.
1d6 + 4 poison damage
The target makes a DC 12 Constitution save or is Poisoned for 1 minute.
-
Alter Word
The imp alters a single word in any document within 5 feet. The change reads as original and binds anyone acting on the document.