Imp
Annoying Nuisance, Small Biological Underling (Tier 0, CR 1)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 0 | Hit Points | 6 HP |
| Initiative | +2 | Speed | 30 ft. |
| Damage (base) | 1 | Damage (mod) | +1 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +5 | +0 | +0 | +2 | +0 | +0 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 11 | Aegis | 0 | Fort | 10 |
| Ref | 11 | Will | 9 | DC | 10 |
Anatomy
Head (+4): +50% damage to headshots. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round).
Traits
None: What? Not everyone’s special.
Actions
Claw: Major action - Melee weapon attack, 5 ft. range, single-target, 1 damage.
Tactics
By themselves, they’re not very impressive. They’re just imps, after all, they’re basically a tutorial enemy. That said, throwing a few Imps in to Grapple, Help, or otherwise impede the player or aid their beefier allies can make them vital to making a player’s day hell.
Drops
5 EXP, 5 BG
Description
Imps are small, troublesome creatures. They aren’t overtly hostile like other underlings, they’re more like psychotic children than anything. It is very rare that they will attack a player solo, although it is known to happen, especially since this stat block exists for a singular imp.
That said, Imps are fairly cowardly most of the time, and usually if you’re significantly stronger than them, they can be intimidated to leave you alone.
