Imp

Monster Manual (2025) p. 177,

Tamaño
Diminuto
Tipo
fiend (devil)
Alineamiento
legal malvado
CA
13
Iniciativa
3
Puntos de golpe
21 (6d4+6)
Velocidad
walk 20 ft., fly 40 ft.
Habilidades
Insight +3, Deception +4, Stealth +5
Resistencias
cold
Inmunidades
fire, poison
Inmunidad a estados
poisoned
Sentidos
darkvision 120 ft. (unimpeded by magical darkness)
Percepción pasiva
11
Idiomas
Common, Infernal
Desafío
1
Entorno
any
FUE
6
−2
DES
17
+3
CON
13
+1
INT
11
+0
SAB
12
+1
CAR
14
+2

Rasgos

Proficiency Bonus

+2

Magic Resistance

The imp has Advantage on saving throws against spells and other magical effects.

Acciones

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

Conjuros

Invisibility [5.5e]

Otros datos

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.