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