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ImpCR 1 · Tiny Fiend · Stat Block & Encounter Builder

Tiny fiend, Challenge 1. AC 13, 10 hit points.

Armour Class
13
Hit Points
10
Speed
20 ft.
Challenge
1 · 200 XP
Alignment
Lawful Evil

The card

Stat Block

Tiny Fiend · Lawful Evil

Imp

AC
13
HP
10
CR
1

3d4 + 3 · 20 ft., fly 40 ft.

Darkvision 120 ft., passive Perception 11

Languages: Infernal, Common

STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)

Traits

Damage ResistancesCold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFire, poison
Condition ImmunitiesPoisoned
ShapechangerThe 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 SightMagical darkness doesn't impede the imp's darkvision.
Magic ResistanceThe 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 on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
InvisibilityThe 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.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1With a 40 ft. flying speed it can stay out of melee reach; a party with no ranged answer will chase it all fight.

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Encounter Difficulty

Encounter Builder

How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

1,600 adj. XP · ×2

deadly at 1,600

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Counsel

Imp, Answered

What is Imp's challenge rating in D&D 5e?

Imp is Challenge 1, worth 200 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Imp's stats?

AC 13, 10 hit points (3d4 + 3), speed 20 ft., fly 40 ft.. Ability scores: STR 6, DEX 17, CON 13, INT 11, WIS 12, CHA 14.

What is Imp resistant to?

Imp is immune to fire and poison damage, and resistant to cold and bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered. Pick a damage type it does not shrug off.

Put It On The Table

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