Files
5ead/monsters/md/creature_codex/fire-imp.md

35 lines
1.7 KiB
Markdown
Raw Normal View History

2025-06-07 07:58:30 -05:00
# Fire Imp
*Tiny* *Fiend* *lawful evil*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 14 (4d4+4)
- **Speed:** fly 40 ft. walk 20 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Creature Codex, page 103
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 5 (-3) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 14 (+2) |
- **Skills:** deception +3, stealth +4
- **Damage Immunities:** fire, poison
- **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
- **Condition Immunities:** poisoned
- **Senses:** darkvision 120 ft., passive Perception 10
- **Languages:** Common, Infernal
### Special Abilities
- **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.