Fire Imp

Creature Codex (3pp)

Size
Tiny
Type
fiend (devil)
Alignment
lawful evil
AC
13 (natural armor)
Hit Points
14 (4d4+4)
Speed
walk 20 ft., fly 40 ft.
Skills
Deception +3, Stealth +4
Resistances
cold; bludgeoning, piercing, slashing from nonmagical weapons
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Common, Infernal
Challenge
1/2
STR
5
−3
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
14
+2

Traits

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).

recharge

1/DAY

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.

Other data

description