The Imp: Sting/ Bite 5 1d4+3
The Imp: Sting/ Bite 5 1d4+3
INSPIRATION
STRENGTH
13 3 20/ Fly 40
6 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-2 PERSONALITY TRAITS
17 1
Constitution
CURRENT HIT POINTS IDEALS
0
Intelligence
3 1
Wisdom
2
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
13 10
3
Acrobatics (Dex) Total SUCCESSES
1
1
Animal Handling (Wis) d4 FAILURES
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)
11 ●
4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) Damage Resistances:
Sting/ Bite 5 1d4+3* -cold
●
3
Insight (Wis)
-bludgeoning, piercing, and slashing from
2
Intimidation (Cha) nonmagical weapons that aren’t silvered
WISDOM 0
Investigation (Int)
Damage Immunities:
1
Medicine (Wis) -fire
12 0
Nature (Int)
-poison
1 1
Perception (Wis) Condition Immunities:
2
Performance (Cha) -poisoned
CHARISMA
●
4
Persuasion (Cha) Darkvision 120ft
0
Religion (Int)
14 3
Sleight of Hand (Dex)
Shapechanger:
-The imp can use its action to polymorph into
●
5
Stealth (Dex) Sting (Bite in Beast Form). DC 11 Con (8+ the beast form of a rat (20 walk), a raven (20
2 Pro+ Con),taking 3d6 poison, half if saved. walk/60 fly), or a spider (20 walk/20 climb), or
3
Survival (Wis)
into its devil form. Its statistics are the same
SKILLS ATTACKS & SPELLCASTING in each form, although its attack is different in
some of them. Any equipment it carries is not
transformed. If slain, the imp reverts to its
11 PASSIVE WISDOM (PERCEPTION) devil form.
CP
Devil’s Sight:
-Magical darkness doesn’t impede the
SP imp’s darkvision.
Common
Infernal EP
Magic Resistance:
-The imp has advantage on saving throws
against spells and other magical effects.
GP
Invisibility
-The imp turns invisible until it attacks or until
PP its concentration ends. Anything the invisible
imp is carrying or
wearing is invisible as long as it remains in
contact with the imp.
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