+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+5 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+2 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Monster Manual
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.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 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.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Monster Manual
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.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 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.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.