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
STR
6
−2
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
12
+1
CHA
14
+2

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.