Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Imp Familiar Enn

Imp Familiar Enn Tiny fiend (devil, shapechanger), Lawful Evil 0 xp

  • Armor class 13 (natural)
  • Hit points 10 (3d4+3)
  • Speed 20ft., 40 ft. fly
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Insight +3, Persuasion +4

Damage Resistances: Cold, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Dark Vision 120ft., passive Perception 11

Languages: Infernal, Common

Challenge: (0 xp)

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.

Poison Ennsnare
Once a week, Enn can provide a vial of poison from his stinger. Each vial contains 1 use. Targets afflicted with this poison must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. The poison does (3d6) poison damage.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the 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.

Legendary Actions

Dragon's Beath

Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone.

Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.