Imp

Imp

Tiny fiend · CR 1 · 200 XP

13 AC · 21 HP

Roll the Imp

Sting

Press a roll button. The dice land here.

Stat block

Type
Tiny fiend, lawful evil
Armor Class
13
Hit Points
21 (6d4 + 6)
Speed
20 ft., fly 40 ft.
Challenge
1 (200 XP), proficiency +2
Resistances
cold
Immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft. (unimpeded by magical darkness), passive perception 11
Languages
Common, Infernal
STRDEXCONINTWISCHA
6
17
13
11
12
14

Imp odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Sting (+5)70%
10 dmg
60%
8.6 dmg
55%
8 dmg
50%
7.3 dmg
40%
5.9 dmg
30%
4.6 dmg

Imp hit points

The stat block uses the average, 21. Rolled, 6d4 + 6 lands anywhere from 12 to 30.

12: 0.02%13: 0.15%14: 0.51%15: 1.37%16: 2.93%17: 5.27%18: 8.20%19: 11.13%20: 13.33%21: 14.16%22: 13.33%23: 11.13%24: 8.20%25: 5.27%26: 2.93%27: 1.37%28: 0.51%29: 0.15%30: 0.02%
12chance of each total for 6d4 + 630
Hit pointsChance
17 or more95%
21 or more57%
26 or more5%
28 or more1%

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 () Piercing damage plus 7 () 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 game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Other CR 1 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.