This is homebrew, submitted by a member of the community.
Imp
Imp
Tiny fiend (devil, shapechanger), Lawful EvilTiny fiend (devil, shapechanger), Lawful Evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
[b]Shapechanger.[/b] The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
[b]Devil's Sight.[/b] Magical darkness doesn't impede the imp's darkvision.
[b]Magic Resistance.[/b] The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage. The target must make a DC 11 Constitution saving throw, taking the plus 3d6 poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
[b]Sting (Bite in Beast Form).[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: [1d4+3] piercing damage. The target must make a DC 11 Constitution saving throw, taking the plus [3d6] poison damage on a failed save, or half as much damage on a successful one.
[b]Invisibility.[/b] The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Legendary Actions
Details
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