AC
13
Initiative
+3 (13)
HP
21
(6d4 + 6)
Speed
20 ft., fly 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 6 | -2 | -2 |
DEX | 17 | +3 | +3 |
CON | 13 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 11 | +0 | +0 |
WIS | 12 | +1 | +1 |
CHA | 14 | +2 | +2 |
Resistances
Cold
Immunities
Fire, Poison; Poisoned
Senses
Darkvision 120 ft. (unimpeded by magical Darkness), 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 spellcasting 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 statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Little Rascal
I agree. The old imp's poison was 3d6 with a save for half damage... just making it a regular 2d6 poison damage streamlines play significantly (I say this as someone who's played warlocks with imp familiars several times).
Agree - poison was one of the few elemental damage attack addons that required saves and it was surprisingly tedious when groups of enemies had it.
Looks like they removed saves from knock prone attacks too - more inline with spellcasting i.e. attack roll or save but rarely both.
I'm deliberately keeping an open mind to the new rules as I know it's natural to prefer something that you are used to and like but I'm concerned too much streamlining and simplification will turn D&D into McD&D.
I get that removing the poison save and going with straight damage speeds things up but it also takes away from characters that would more easily save/resist the poison such as dwarves.
I see this Imp has no damage resistance whatsoever. Would this apply to all devils, or just the little ones? On the one hand, I get wanting to deal with the martial caster divide. On the other hand, needing silver weapons to deal with devils is a pretty old staple in D&D, and silver weapons are absolutely necessary for Van Richten's Guide to Ravenloft.
I found 2 in a room my friend 1 shot it but the over came out angrily 3 shot it
It looks like they are moving away from giving every monster and their mother resistance to non magical physical damage, which makes sense imo. For a cr 1 creature they're in the weird spot of being a challenge for a party at levels that probably don't have magic weapons and being no issue for parties that would have lots of them. But I think we need to wait for the MM to make any decisions, but it's also one of those really easy homebrew fixes if it comes up a lot at your table.
Be ready for this to 1 shot stuff at level 1 as a warlock familiar if the warlock just fights through the imp at this level.
looks like a ghost
So according to SA
Does all magical Darkness block Darkvision?
Magical Darkness blocks Darkvision only if the rules text for a particular instance of Darkness says it does. For example, the Darkness spell specifies that Darkvision can’t see through it. That obstruction is a feature of the spell, not a feature of magical Darkness in general.
Does that mean the Imp can no longer see in Darkness created by the darkness spell? It no longer contains devil sight and just has Darkvision
nope sense Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11 so it can see thru the Darkness
This seems way better than any other Warlock Familar. I think the Imp should require an extra evocation since it's so strong (seriously, this thing does 13 damage AND has invisibility? Why would I not take this?)