
Details
- Type
- Fiend
- Alignment
- Chaotic Evil
- Size
- Tiny
- Armor class
- 5
- Hit points
- 10
- Speed
- 30
- Challenge
- 1/4
- Experience
- 50
- Languages
- Infernal, Common
- Senses
- Darkvision 60 ft., Passive Perception 11
- Skills
- Deception, Stealth, Arcana
Biography
Born from a discarded wish spoken in malice, this mischievous creature emerged fully formed in the shadowy spaces between heartbeats, a tiny diabolic entity no larger than a child's hand with gossamer wings that shimmer with an opalescent corruption. Once a fragment of pure chaos that coalesced around a bitter oath, the Imp discovered it could slip through the cracks of reality itself, delighting in small cruelties and elaborate pranks that unraveled the plans of those who summoned it. Its diminutive frame belies a cunning intellect honed through centuries of serving darker masters, learning to exploit human weakness with surgical precision while dancing just beyond the reach of justice. The creature bears the scars of a thousand binding circles and protective wards, each mark a testament to its refusal to be truly contained, and it wears these marks as badges of pride in its eternal defiance. With every mischievous giggle and barely-restrained swipe of its clawed hands, the Imp reminds the world that even the smallest evil, left unchecked, can corrupt entire kingdoms from within. Caught between the realms of nightmare and waking world, it exists in a state of perpetual hunger—not for flesh or blood, but for chaos, suffering, and the delicious irony of watching mortals bring ruin upon themselves.
Attributes
Strength
8, modifier -1
Dexterity
18, modifier +4
Constitution
14, modifier +2
Intelligence
14, modifier +2
Wisdom
12, modifier +1
Charisma
16, modifier +3
Actions
Cunning Prank
The Imp can create a minor illusion or cause a small object to move, distracting a target. The target must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn.
Chaotic Swipe
The Imp makes a melee attack with its claws, dealing 2d4 slashing damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Whispers of Malice
The Imp can whisper dark thoughts to a creature within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or take 1d6 psychic damage and have disadvantage on its next attack roll.
Abilities
Mischievous Escape
The Imp can use its reaction to teleport up to 30 feet when targeted by an attack.
Saving throws
strength
-1
dexterity
+4
intelligence
+2
wisdom
+1
constitution
+2
charisma
+3