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Fire Imp 2014

CR 1/2 fiend

Tiny fiend, lawful evil


Armor Class
13 (natural armor)
Hit Points
14 (4d4+4)
Speed
20 ft., fly 40 ft.

STR5 (-3)
DEX14 (+2)
CON12 (+1)
INT10 (+0)
WIS10 (+0)
CHA14 (+2)

Saving Throws
Skills
Deception +3, Stealth +4
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Common, Infernal
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details