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<title>Blood Imp</title>
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<h1>Blood Imp</h1>
<p><em>Tiny</em> <em>Fiend</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 14 (4d4+4)</li>
<li><strong>Speed:</strong> walk 20 ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 103</li>
</ul>
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<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tbody>
<tr>
<td>6 (-2)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>12 (+1)</td>
<td>11 (+0)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> persuasion +4, religion +5, stealth +4</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bleed the Dying:</strong> 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.</li>
<li><strong>Devil's Sight:</strong> Magical darkness doesn't impede the imp's darkvision.</li>
<li><strong>Magic Resistance:</strong> The imp has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Sting:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Spew Blood:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/blood-imp.md">Markdown Format</a></p>
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