Imp icon: a small winged imp
Icon by Lorc, CC BY 3.0

Imp 5e stat block

Tiny fiend (devil, shapechanger), lawful evil · CR 1 · 2024 stat block below

Armor Class
13
Hit Points
10 (3d4+3)
Speed
20 ft., fly 40 ft.
Challenge
1 (200 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage resistances
cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Infernal, Common

Traits

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.

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.

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.

How many imps for a fight?

An imp is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many imps fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
1st112
2nd234
3rd348
4th5710
5th1012+12+
6th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the imp compares at CR 1

Against the 24 other challenge 1 monsters in the SRD 5.1, the imp has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 1 monster.

StatisticImpCR 1 average
Armor Class1312.9
Hit points1029
Best attack bonus+5+4
Best save DC1111

Imp 2024 stat block

The 2024 Monster Manual revised the imp, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
13
Hit Points
21 (6d4 + 6)
Speed
20 ft., fly 40 ft.
Challenge
1 (200 XP)
STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)
Damage resistances
cold
Damage immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft. (unimpeded by magical darkness), passive Perception 11
Languages
Common, Infernal

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 (1d6 + 3) Piercing damage plus 7 (2d6) 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.

Similar monsters

Browse: all CR 1 monsters · fiends · every monster