Fire Imp
Creature Codex (3pp)
- Tamaño
- Diminuto
- Tipo
- fiend (devil)
- Alineamiento
- legal malvado
- CA
- 13 (natural armor)
- Puntos de golpe
- 14 (4d4+4)
- Velocidad
- walk 20 ft., fly 40 ft.
- Habilidades
- Deception +3, Stealth +4
- Resistencias
- cold; bludgeoning, piercing, slashing from nonmagical weapons
- Inmunidades
- fire, poison
- Inmunidad a estados
- poisoned
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 10
- Idiomas
- Common, Infernal
- Desafío
- 1/2
Rasgos
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.
Acciones
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.