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
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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
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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

