# 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.