34 lines
1.3 KiB
Markdown
34 lines
1.3 KiB
Markdown
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# Blood Imp
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*Tiny* *Fiend* *lawful evil*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 14 (4d4+4)
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- **Speed:** walk 20 ft. fly 40 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** Tome of Beasts 2, page 103
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 6 (-2) | 14 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 14 (+2) |
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- **Skills:** persuasion +4, religion +5, stealth +4
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- **Damage Immunities:** fire, poison
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- **Damage Resistances:** cold
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- **Condition Immunities:** poisoned
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- **Senses:** darkvision 120 ft., passive Perception 10
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- **Languages:** Common, Infernal
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### Special Abilities
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- **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.
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- **Devil's Sight:** Magical darkness doesn't impede the imp's darkvision.
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- **Magic Resistance:** The imp has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Sting:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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- **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.
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