Imp
Monster Manual (2025) p. 177,
- Size
- Tiny
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 13
- Initiative
- 3
- Hit Points
- 21 (6d4+6)
- Speed
- walk 20 ft., fly 40 ft.
- Skills
- Insight +3, Deception +4, Stealth +5
- Resistances
- cold
- Immunities
- fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft. (unimpeded by magical darkness)
- Passive Perception
- 11
- Languages
- Common, Infernal
- Challenge
- 1
- Environment
- any
Traits
Proficiency Bonus
+2
Magic Resistance
The imp has Advantage on saving throws against spells and other magical effects.
Actions
Sting
Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Shape-Shift
The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.
Invisibility
The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
- At will: Invisibility
Spells
Invisibility [5.5e]
Other data
description
Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps' devilish council. Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.