# 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.