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Imp
Size
Tiny
Monster Race
Fiend (devil, shapechanger)
Alignment
Lawful evil
Armor Class
13
Hit Points
10 (3d4 + 3)
Speed
4m, fly 8m
Attributes
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Features
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance
Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive perception 11
Languages
Infernal, Common
Challenge
1 (200 XP)
Abilities
Shapechanger
The imp can use its action to polymorph into a beast form that resembles a rat (speed 4m), a raven (4m, fly 12m), or a spider (4m, climb 4m), 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.
Actions
Sting (Bite in Beast Form)
Melee Weapon Attack: +5 to hit, reach 1m, one target. Hit: (1d4 + 3) piercing damage plus (3d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the 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.