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Devil, Blood Imp

Tiny fiend (devil), lawful evil

Armor Class 13 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (–2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 14 (+2)

Skills Persuasion +4, Religion +5, Stealth +4
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Common, Infernal
Challenge 1/2 (100 XP)

Special Traits

  • Bleed the Dying. The imp’s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage.
  • 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. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Spew Blood. Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.

About

Blood drips from the lips of this crimson fiend.

Agents of Death. Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.

Temple Bane. Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.

Blood Imp Familiars

Blood imps often serve the followers of their deities and encourage those followers to shed blood wherever they go. Such imps have the following trait.

The imp can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its companion, the companion shares the imp’s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.