Fire Imp
Fire Imp
Tiny fiend, lawful evil
- Armor Class 13 (natural armor)
- Hit Points 14 (4d4+4)
- Speed 20 ft., fly 40 ft.
- STR
5 (-3) - DEX
14 (+2) - CON
12 (+1) - INT
10 (+0) - WIS
10 (+0) - CHA
14 (+2)
- Skills Deception +3, Stealth +4
- Damage 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)
- 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.