Page 77 - Monster Manual [11th Print]
P. 77

IMP
           Tiny fiend (devil, shapechanger), lawf u l evil

                    1
           Armor Class  3
           Hit Points 10 (3d4 +  3)
           Speed 20 ft., fly 40 ft.
             STR     DEX    CON     INT    WIS    CHA
             6  (-2)   17  (+3)   1 3   (+l)   1 1   (+O)   12  (+l)   14 (+2)

           Skills Deception +4,  I n sight +3, Persuasion +4,  Stealth +5
                            d
           Damage Resistances col ;   bludgeoning, pierci ng,  and slashing
            from  nonmagical attacks not made with silvered weapons
           Damage Immunities  r e,  poison                   LE MURE
                          fi
           Condition Immunities poisoned                     Medium.fiend (devil), lawf u l evil
           Senses darkvision 120 ft., passive Perception 1 1
                   I
           Languages  n fernal, Common                       Armor Class 7
           Challenge l  (200 XP)
                                                             Hit Points  1 3   (3d8)
                                                             Speed  15 ft.
           Shapechanger. The  imp can use its action to polymorph into a
           beast form  that  resembles a  rat  (speed  20 ft.), a  raven  (20 ft.,   STR   DEX   CON   INT   WIS   CHA
           fly 60 ft.), or a  spider (20 ft., climb 20 ft.), or back into its true   10  (+O)   5  (-3)   11  (+O)   l  (-5)   11  (+O)   3  (-4)
           form.  Its statistics are the same in each form, except for the
           speed changes noted. Any equipment  it is wearing or carrying   Damage Resistances cold
           isn't transformed. It reverts to its true form if it  i es.   Damage Immunities fire,  poison
                                             d
                                                                    I
                                                             Condition  m munities charmed, frightened, poisoned
           Devil's Sight.  M  a gical darkness doesn't im pede the imp's   Senses darkvision  1 2 0 ft., passive Perception 1 0
           darkvision.                                       Languages understands Infernal but can't speak
                                                             Challenge 0  (10 XP)
           Magic Resistance. The imp has advantage on saving throws
           against spells and  other magical effects.
                                                             Devil's Sight.  Magical darkness doesn't impede the lemure's
           AC I O  N S                                       darkvision.
              T
           Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
                                                             Hellish Rejuvenation. A lemure that dies in the Nine Hells
           reach  5 ft., one target. Hit: 5  (l d4 +  3)  piercing damage, and
                                                             comes back to life with all its hit points  in ldlO days  unless it is
           the target must make a  DC 11  Constitution saving throw, taking
                                                             killed  by a  good-aligned creature with a bless spell cast on that
           10 (3d6) poison damage on a fa iled save, or half as much
                                                             creature or its remains are sprin kled with holy water.
           damage on a  successful one.
                                                               T
                                                             AC I O  N S
           Invisibility. The imp magically turns invisible until it attacks or
           until  its  concentration ends (as if concentrating on a spell). Any   Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
           equipment the  imp wears or carries  is invisible with  it.   2  (l d4)  bludgeoning damage.
           DEVILS
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