Nettling Imp
By and far, imps are the most common of all devils, magically weak enough even to be summoned and coerced into serving as familiars for some spellcasters. But not every imp is created equal. Most are gifted with a poisonous barbed tail and the ability to change their shape, but others make do with more subtle skills. A nettling imp is such a creature, sharing only the magical invisibility of their brethren, but lacking the stinging tail and shapeshifting. However a nettling imp is far more clever than other imps, capable of deceit and trickery that will make even the most intelligent of creatures’ heads spin.
Poke and Prod A nettling imp uses its gift of gab to try and convince other creatures to act in the imp’s best interest, whether by convincing them, intimidating them, or outright lying. Nettling imps are gifted with magical charisma, and their most nefarious trick is the ability to drive other creatures to temporary madness. With only a light touch, a nettling imp causes a creature to behave wildly, making them unpredictably and even uncharacteristically aggressive for a small moment. A nettling imp is capable of using this magic even while invisible, lowering the chance that their attempts to drive a target mad will bite them in the rear.
Nettling Imp
By and far, imps are the most common of all devils, magically weak enough even to be summoned and coerced into serving as familiars for some spellcasters. But not every imp is created equal. Most are gifted with a poisonous barbed tail and the ability to change their shape, but others make do with more subtle skills. A nettling imp is such a creature, sharing only the magical invisibility of their brethren, but lacking the stinging tail and shapeshifting. However a nettling imp is far more clever than other imps, capable of deceit and trickery that will make even the most intelligent of creatures’ heads spin.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 5d4+5 | ||
Speed | 20 ft. | Fly 40 ft. | |
Strength | 8 (-1) | ||
Dexterity | 15 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 12 (+1) | ||
Charisma | 16 (+3) | ||
Skills | Deception d20+5 | Intimidation d20+5 | Persuasion d20+5 |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Damage Immunities | Fire | Poisoned | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 11 | |
Languages | Infernal | Common | |
Challenge | 2 (450 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the imp's darkvision | |
Special 2 | Magic Resistance | The imp has an advantage on saving throws | against spells and other magical effects |
Action 1 | Javelin | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage, | and the target must make | a DC 14 Constitution saving throw, |
taking 3d6 poison damage on a failed save, | or half as much on a success | ||
Action 2 | 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 | |||
Action 3 | Provoke | The imp touches a creature in reach, | magically coercing it into furious aggression. |
The target must make a DC 13 charisma saving throw. | On a failed save, the creature must | use its action at the start of its next | turn to attack the nearest possible target |
or suffer one level of exhaustion. | If there is more than one creature within reach, | the target attacks a randomly determined creature in reach |
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