Free interactive D&D 5e SRD stat block

Imp

Tiny Fiend, CR 1, AC 13, 21 HP. Lawful Evil.

Tiny Fiend (Devil), Lawful Evil

AC
13
Initiative
+3 (13)
HP
21 (6d4+6)
Speed
20 ft., Fly 40 ft.
ScoreModSave
STR 6 -2 -2
DEX 17 +3 +3
CON 13 +1 +1
INT 11 +0 +0
WIS 12 +1 +1
CHA 14 +2 +2
Skills
Deception +4 , Insight +3 , Stealth +5
Resistances
Cold
Immunities
Fire, Poison, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 11
Languages
Common, Infernal
CR
1 (XP 200; PB +2)

Traits

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spell-casting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.

How to run Imp

An imp is a familiar with a contract and a knife. It almost never fights as the headline encounter; it scouts, betrays, poisons, and reports back to a warlock or devil patron the party has not met yet. The whole stat block is built for harassment from invisibility: at-will Invisibility cast on itself, fly 40, three Shape-Shift forms (rat, raven, spider), Magic Resistance for the inevitable Detect Magic, and a Sting at +5 for 6 piercing plus 7 poison.

Open the encounter with the imp already in the room as a spider on the wall or a raven on the rafter. Insight +3 and Deception +4 mean it sizes the party up over hours of observation before it ever attacks. The first action is usually to vanish (Invisibility) and report. If combat does start, the imp opens from invisibility with Sting on the squishiest available target, takes the hit and the breaking of invisibility, then flies up to 40 ft. and casts Invisibility again next round. With 21 HP, AC 13, Cold resistance and Fire/Poison immunity, it usually survives one round of being seen.

Spread the poison. The imp wants to land Sting on as many PCs as possible, not pile damage on one. Two failed bites can drop a level 3 wizard; three across the party softens everyone for what comes next. Magic Resistance gives Advantage against Hold Person, Banishment, and the rest, so casters quickly figure out the imp is best handled with mundane attacks they can't actually land. That's the joke. Once Bloodied, the imp Shape-Shifts into a rat and squirrels into a wall to report. It does not die for the patron unless ordered to.

Have the imp speak Common with the patron's voice. One sneering line in the bard's own cadence, then Invisibility. The party should know they're being watched by something amused.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →