Imp, Wild

Small fey (imp), chaotic neutral

Armor Class 12
Hit Points 11 (2d6 + 4)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 10 (+0) 8 (-1) 10 (+0)

Skills Acrobatics +4, Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/8 (25 XP)

SPECIAL TRAITS

  • Standing Leap. The imp’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS

  • Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12).
  • Kettle Defense. The imp withdraws into its kettle. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its kettle, the imp is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.

ABOUT

This small creature pops out of its circular, pot-like dwelling to appear before you. He has hair that stands straight up and is scarlet in color, with naught but skins, bracelets, and necklaces for jewelry.

Wild imps love to laugh and play at night, tossing around anyone who crosses them and singing merry songs as they do so. They live in communities of up to 100 members. They are not above flinging around foes or sitting on them, but have little appetite for deadly combat.

Upside-Down Kettles. Wild imps live in strange dwellings that look like kettles turned upside-down. There is no furniture inside but soft cushions strewn about the floor which make for very comfortable beds.

Section 15: Copyright Notice

Planes Unknown: Harrow, the Blighted Plane Copyright 2021, Underground Oracle Publishing. Writers and Designers: Jess Pendley and Keith Pendley

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