Imp 5e: Stats and Guide for Players & DMs

Last Updated on November 11, 2023

Imp

Tiny Fiend (Devil), Lawful Evil

  • Size:  Tiny
  • Creature Type:  Fiend (Devil)
  • Alignment: Lawful Evil
  • Armor Class: 13
  • Hit Points: 10 (3d4 + 3)
  • Speed: 20 ft., fly 40 ft.
  • STR 6 (-2), DEX 17 (+3), CON 13 (+1), INT 11 (+0), WIS 12 (+1), CHA14 (+2)
  • Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
  • Damage Immunities: Fire, Poison
  • Condition Immunities: Poisoned
  • Senses: Darkvision 120 ft., Passive Perception 11
  • Languages: Common, Infernal
  • Challenge: 1 (200 XP)
  • Proficiency Bonus: +2

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.

What Are Imps?

Imps are tiny, CR 1 fiendish shapechangers that delight in causing mischief and trickery. They can be found anywhere, anytime, provided anything devilish is afoot.

Statblock Breakdown

As tiny creatures, imps are not likely to be able to threaten the PCs unless they attack in large numbers.

As Lawful Evil creatures, imps are likely to be found in the service of more powerful masters.

An AC of 13 is just high enough for imps to risk engaging in combat. There is a chance that you won’t be able to hit them.

 However, their HP is so low that a 3rd-level PC stands a fair chance of killing them in a single hit, so you can trust that an imp won’t take a shot unless it has an escape plan ready.

The most notable stat here is the 17 for Dexterity. They are very nimble and hard to pin down.  This is why their AC is 13. 

Either way, expect the imp to rely upon magic or ranged attacks should you find yourself in combat with one.

Imps as Fiends and Devils

As a fiend, it has an array of damage resistances and immunities worth noting. Its darkvision is the best that it could possibly be, and it also has an interesting mix of socially oriented skills. This opens the imp up to an array of roleplaying applications.

As trickster types, the imp employs a shapechanger ability that can let it roam around unnoticed by most people and NPCs. This means it can serve its master as a spy and give it a handy escape plan.

The devil’s sight ability is always an annoying one for a monster to have. This means you won’t be able to hide unless you have cover.

Finally, the magic resistance of the imp will mean that casting spells that rely on saving throws is not a guaranteed way to subdue this little devil.

While the DC on the Constitution save for the imp’s sting attack is not necessarily unpassable, it does still do half damage on a successful save. This means you will take 1d4+3 from the sting and an additional 1-9 damage from the poison.

All told, the imp can dish out 5-16 damage on a successful save and 5-23 damage on a failed one. Since the imp can turn invisible, it will always try to do this before attacking you in order to gain advantage.

A Player’s Guide to Imps in DnD 5e

Their Tactics

The first thing an imp will do will be to avoid combat with you. They’re small and squishy! 

Sneaky Little Imps

It would be much better to talk you into a trap or somehow manipulate you into letting them live. With a +4 to persuasion and deception, it might just be able to do that.

If forced into combat, however, the imp will try to make full advantage of its stealth and deception abilities. 

Expect it to run away while invisible or to jump into a swarm of rats while shape-changed into a rat.

If They Have To Fight…

Should it actually decide to stay and fight, it will become invisible and try to sting you before flying out of reach. 

While you may get an opportunity attack this way, that is much better for the imp than simply floating there and letting you get a full round of attacks on it.

If multiple imps can swarm you this way, they will definitely do that, thereby reducing the risk for each individual imp. Sure, one of them might get swatted, but you can only hit one of them while the other four get to attack you.

Your Tactics

The best way to take an imp out is to hit it with ranged attacks. This way, you won’t need to wait for an opportunity attack in order for it to be within reach, provided you can see it.

If someone can cast faerie fire, even better. This will negate the imp’s ability to use its invisibility, provided you can overcome its magical resistance to spells.

Nonmagical methods of negating invisibility involve throwing sand or water into the air in order to reveal something’s position.

In general, this is why imps are hard to fight; They have so many resistances and have so much deceptive ability that actually pinning one down can be difficult.

That said, because their HP is so low you really only need one good hit to take it out.

Imps as Familiars

The pros are simple. The imp has a powerful attack, it can shapechange, and it can see through darkness. All of its abilities make it the perfect spy, saboteur, and espionage artist.

The cons, though, are numerous. Can you trust it to do its job? Can you make your instructions specific enough to make it worth the trouble, knowing that the imp will still find ways to screw you over?

The answer is simple: Will your DM allow you to control your familiar, or will they retain control?

A DM’s Guide to Imps in D&D 5e

Let’s get mischievous!

Roleplaying Imps

Imps in combat are straightforward: Hide, strike, escape, repeat. 

If you want to use the imps to their full ability, give them total knowledge over environmental factors.

Can the imp pretend to run away only to lead the PCs into a hazard or a trap? 

Can the imp lead a larger monster to the party so that it doesn’t need to fight the PCs itself?

Also, consider giving the imp valuable information the PCs need.

Use the imp to give out false leads. Make it lie its little devil-pants off. Make it give half-truths in order to confuse the PCs.

The only way to truly impress an imp is to press it into servitude. An imp will serve a powerful enough evil master. 

Have the imp give the PCs a bargain; if they will commit some act the imp feels worthy, it will give the PCs the information they want. And then still lie about it afterward.

Happy gaming!

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