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5ead/monsters/md/tome_of_beasts_2/blood-imp.md
2025-06-07 07:58:30 -05:00

1.3 KiB

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.