Imp Familiar
- Size
- Tiny
- Type
- Fiend
- Challenge Rating
- 1/2
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 13
- Speeds
- 20, fly 40
- Walking Speed
- 20
- Flying Speed
- 40
- Strength Score
- 6
- Dexterity Score
- 16
- Constitution Score
- 12
- Intelligence Score
- 10
- Wisdom Score
- 12
- Charisma Score
- 14
- Skill Proficiencies
- Deception, Insight, Perception, Persuasion, Stealth
- Vision
- Darkvision (120ft)
- Languages Ref
- Infernal, telepathy 120 ft.
- Hit Points
- 14
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
- Languages
- Infernal, Telepathy (120ft)
Tiny fiend
Armor Class 13
Hit Points 14 (4d4+4)
Speed 20 ft., fly 40 ft.
- STR
- 6 (−2)
- DEX
- 16 (+3)
- CON
- 12 (+1)
- INT
- 10 (+0)
- WIS
- 12 (+1)
- CHA
- 14 (+2)
Skills Deception +4, Insight +3, Perception +3, Persuasion +4, Stealth +5
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 1/2 (100 XP)
Devils Sight. The imps darkvision penetrates magical darkness.
Ventriloquism. The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
Lawful Evil. The imp radiates a Lawful and Evil aura.
Magic Resistance. The imp has advantage on saving throws against spells and magical effects.
Familiar. The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait.
Actions
Sting (Bite While Shapeshifted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Shapeshift. The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Bonus Actions
Invisibility. The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.