- Armor Class
- 13
- Hit Points
- 10 (3d4+3)
- Speed
- 20 ft., fly 40 ft.
- Challenge
- 1 (200 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 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
- 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.
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.
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.
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.
Imp 2024 stat block
The 2024 Monster Manual revised the imp, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 10 → 21.
- New in its stat block: Shape-Shift.
- Gone from it: Shapechanger and Devil's Sight.
- Armor Class
- 13
- Hit Points
- 21 (6d4 + 6)
- Speed
- 20 ft., fly 40 ft.
- Challenge
- 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
- Damage resistances
- cold
- Damage immunities
- fire, poison
- 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.