Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight: Magical darkness doesn't impede the imp's darkvision.
Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
The Imp is a low-level Lawful Evil creature in Dungeons and Dragons with moderate stats and abilities, but also some notable resistances and immunities, including Fire and Poison. It also has a Challenge Rating of 1, making it a suitable encounter for early level parties. Overall, the Imp may not be the most formidable monster, but it can still offer a decent challenge and add some variety to combat encounters.
Imp is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Imp Pathfinder edition. Want to use Imp in a VTT (virtual tabletop)? Try out SendingStone for free today!
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