Tiny fiend (devil), Lawful Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 10 (3d4 + 3) |
| Speed | 20 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Deception +4, Insight +3, Persuasion +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 11 |
| Languages | Infernal, Common |
| Challenge | 1 |
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.
Magical darkness doesn't impede the imp's darkvision.
The imp has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentration on a spell). Any equipment the imp wears or carries is invisible with it.
Tiny fiend (devil), Lawful Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 21 (6d4 + 6) |
| Speed | 20 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Deception +4, Insight +3, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 11 |
| Languages | Common, Infernal |
| Challenge | 1 |
The imp has Advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
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.
The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
At will: Invisibility