Imp

The imp is a Tiny fiend of challenge rating 1 in the fifth-edition System Reference Document.

SRD 5.1 (2014)

Imp

Size and type
Tiny fiend
Challenge
1 (200 XP)
Armour class
13
Hit points
10 (3d4+3)
Speed
20 ft, fly 40 ft
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Resistances
cold, bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
darkvision 120 ft, passive perception 11
STR6-2
DEX17+3
CON13+1
INT11+0
WIS12+1
CHA14+2

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.

Actions

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.

Page 277.

SRD 5.2.1 (2024)

Imp

Size and type
Tiny fiend
Challenge
1 (200 XP)
Armour class
13
Hit points
21 (6d4+6)
Speed
20 ft, fly 40 ft
Skills
Deception +4, Insight +3, Stealth +5
Resistances
cold
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
darkvision 120 ft, passive perception 11
STR6-2
DEX17+3
CON13+1
INT11+0
WIS12+1
CHA14+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.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

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 game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Page 300.

Fight an imp in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.

Fight an imp in Kith Moot