35 lines
1.7 KiB
Markdown
35 lines
1.7 KiB
Markdown
# Fire 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:** fly 40 ft. walk 20 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** Creature Codex, page 103
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 5 (-3) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 14 (+2) |
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- **Skills:** deception +3, stealth +4
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- **Damage Immunities:** fire, poison
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- **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
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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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- **Devil's Sight:** Magical darkness doesn't impede the imp's darkvision.
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- **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.
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- **Heat Metal (1/Day):** As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
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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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- **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.
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- **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.
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