Fire Imp
Tiny Fiend lawful evil
- Armor Class: 13 (natural armor)
- Hit Points: 14 (4d4+4)
- Speed: fly 40 ft. walk 20 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Creature Codex, page 103
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 5 (-3) |
14 (+2) |
12 (+1) |
10 (+0) |
10 (+0) |
14 (+2) |
- Skills: deception +3, stealth +4
- Damage Immunities: fire, poison
- Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: Common, Infernal
Special Abilities
- Devil's Sight: Magical darkness doesn't impede the imp's darkvision.
- Fire Absorption: Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
- Heat Metal (1/Day): As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
- Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.
Actions
- Fire Touch: Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
- Hurl Flame: Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.
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