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Imp

Imp
  • Size: Tiny
  • Type: Fiend (Devil)
  • Alignment: Lawful Evil
  • AC: 13
  • Initiative: +3 (13)
  • HP: 21 (6d4 + 6)
  • Speed: 20 ft, Fly 40 ft.
ATTRVALMODSAVE
STR6-2-2
DEX17+3+3
CON13+1+1
INT11+0+0
WIS12+1+1
CHA14+2+2
  • Skills: Deception +4, Insight +3, Stealth +5
  • Resistances: Cold
  • Immunities: Fire, Poison; Poisoned
  • Senses: Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
  • Languages: Common, Infernal
  • CR: 1 (XP 200; PB +2)

Traits

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.

Lore & Background

Imps are small, cunning devils that serve as spies, messengers, and familiars for more powerful fiends. These winged creatures are among the lowest-ranking devils but make up for their weakness with intelligence and stealth. Many imps serve mortal spellcasters as familiars, offering magical knowledge in exchange for souls.

Combat Tactics

Imps prefer to avoid direct combat, using their Invisibility and Shapechanger abilities to remain hidden. When forced to fight, they use their Sting attack to poison enemies and their flight to stay out of reach. They often retreat to summon help rather than fight to the death.

Encounter Ideas

The Familiar: An imp serves a wizard or warlock, providing information and magical assistance. Spy Network: Imps gather intelligence for their infernal masters throughout a city or region. The Tempter: An imp tries to corrupt mortals by offering small favors that lead to damnation. Escaped Servant: An imp has broken free from its master and seeks revenge or freedom.

Environmental Effects

Imp presence creates subtle temperature drops and an atmosphere of unease. Small objects may go missing, and whispered conversations might be overheard by the invisible creatures.

Treasure

Imps carry small valuables and information rather than significant treasure. They may have contracts, letters, or magical components useful to their masters.

Plot Hooks

The Devil's Bargain: An imp offers the party information or assistance in exchange for their souls. Invisible Menace: An imp is causing mischief while invisible, and the party must find a way to detect it. The Informant: An imp provides crucial intelligence about infernal plots or activities. Familiar Trouble: A wizard's imp familiar has gone rogue and is causing problems for its master.

Lore & Background

Imps are among the most common and cunning of the lesser devils, serving as spies, messengers, and familiars throughout the Nine Hells and beyond. These small fiends are masters of deception and manipulation, using their ability to change shape and turn invisible to infiltrate mortal society and spread corruption from within.

Despite their small size, imps are highly intelligent and possess an innate understanding of mortal weaknesses. They delight in tempting mortals into small acts of evil that gradually corrupt their souls, making them ideal agents for larger diabolic schemes.

Combat Tactics

Imps avoid direct confrontation whenever possible, preferring to use their invisibility and flight to strike from hiding or escape when threatened. When forced to fight, they use their sting to poison enemies while staying mobile and out of reach. They often work in groups or alongside more powerful allies.

Encounter Ideas

Familiar Spy: An imp serves as a warlock's familiar while secretly reporting to its infernal masters. Invisible Saboteur: An imp uses its invisibility to cause accidents and spread discord in a community. Devil's Messenger: An imp delivers contracts and messages between devils and their mortal agents. Corruption Campaign: Multiple imps work together to gradually corrupt an entire organization.

Environmental Effects

Imp presence is subtle but persistent, causing minor accidents, equipment failures, and interpersonal conflicts. Their influence creates an atmosphere of mistrust and paranoia that gradually worsens over time.

Treasure

Imps carry small but valuable items, often magical trinkets or important documents. They may possess contracts, blackmail material, or items stolen from their targets during espionage missions.

Plot Hooks

The Perfect Servant: An imp poses as a helpful familiar while pursuing its own agenda. Infernal Intelligence: An imp possesses crucial information about diabolic plots. Corruption Network: Imps coordinate a campaign to corrupt key figures in society. Devil's Bargain: An imp offers its services in exchange for small favors that gradually damn the recipient.