Imp

Imp

Imp Game Tokens

Elevate your tabletop adventures with our free Imp game tokens at Mistcharter Maps! Download now to add a touch of mischief and intrigue to your campaigns with our meticulously crafted, vibrant artwork. Whether you're navigating the treacherous depths of a dungeon or engaging in a high-stakes negotiation, our tokens will bring your encounters to life with unparalleled detail and flair.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    1

  • Type

    Fiend (Devil, Shapechanger)

  • Size

    Tiny

  • Habitat

    Hellscape
    Explore our hellscape maps for more inspiration.

  • AC

    13

  • HP

    I'm sorry, but I need more information to provide the specific HP and dice values for the monster you're referring to. Could you please specify the source or context, such as a particular game or rulebook, and the specific creature or cell you're interested in?

  • "To provide a detailed and atmospheric introduction for a D&D creature, please provide the name of the creature you would like to focus on."

  • Imp Skills & Traits

    Skills

    • Deception +3
    • Stealth +5

    Senses

    • Darkvision 120 ft.
    • Passive Perception 11

    Languages

    • Infernal
    • Common

    Abilities

    • 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.

    Actions

    • Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (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.

  • "

    Battle Tips for Imps

    Imps are small, cunning fiends that can be a tricky adversary for adventurers. As a Dungeon Master, you can use their abilities and characteristics to create engaging and challenging encounters. Here are some tips on how to effectively use imps in battle:


    Using Imps in Battle

    • Stealth and Surprise: Imps have the ability to turn invisible, making them excellent for ambushes. Use this to your advantage by having them hide and strike when the party least expects it.
    • Poisoned Sting: Their sting attack can poison characters, which can be particularly effective against low-level parties. Use hit-and-run tactics to sting and then retreat, wearing down the party over time.
    • Shapechanging: Imps can polymorph into a rat, raven, or spider. Use this ability to infiltrate the party's camp or spy on them, gathering information to use against them later.

    Coordinating Multiple Imps

    • Swarm Tactics: A group of imps can overwhelm a party by attacking from multiple angles. Use their flight and invisibility to surround the party and create chaos.
    • Divide and Conquer: Imps can use their invisibility to isolate party members, picking off stragglers or those who wander too far from the group.
    • Illusions and Deception: Imps can create minor illusions to distract or mislead the party, allowing other imps to attack from unexpected directions.

    Fleeing and Retreating

    • Invisibility for Escape: If the battle turns against them, imps can use their invisibility to retreat and regroup, potentially leading the party into a trap or ambush.
    • Flight to Safety: With their ability to fly, imps can quickly escape to higher ground or inaccessible areas, making it difficult for the party to pursue them.
    • Regroup and Reinforce: Imps can retreat to call for reinforcements, returning with more imps or other fiendish allies to continue the fight.

    By leveraging their unique abilities and tactics, imps can be a formidable challenge for adventurers. Use these tips to create dynamic and memorable encounters that will keep your players on their toes.


    "

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