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Blood 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.

STR6 (-2)
DEX14 (+2)
CON13 (+1)
INT12 (+1)
WIS11 (+0)
CHA14 (+2)

Saving Throws
Skills
Persuasion +4, Religion +5, Stealth +4
Resistances
cold
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

Bleed the Dying.

The imp’s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage.

Devil’s Sight.

Magical darkness doesn’t impede the imp’s darkvision.

Magic Resistance.

The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spew Blood.

Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details