A tiny devil with red scales and wings of fire flits around the area, laughing as it ignites everything with a touch. The creature reeks of sulfur and brimstone.
Tiny fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 20 ft., fly 40 ft.
|5 (–3)||14 (+2)||12 (+1)||10 (+0)||10 (+0)||14 (+2)|
Skills Deception +3, Stealth +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Common, Infernal
Challenge 1/2 (100 XP)
- Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.
- Fire Absorption. Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
- Heat Metal (1/day). As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
- Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
- Fire Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn’t being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
- Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn’t being worn or carried, it also catches fire.
Fire imps are one of the lowest forms of devils, below even common imps. They are mischievous troublemakers who desire only to ignite the multiverse.
Contained Insanity. While fire imps are demented arsonists, they are still devils and follow the chain of command. When the imps are not starting fires, they fidget, play with nearby utilitarian flames, and beg for permission to use their destructive abilities like whiny children. Glee strikes when the imps set something on fire, and they often go overboard, burning anything they can get away with.
Distract and Weaken. Devils send fire imps to a fortified location to cause chaos and weaken defenses. Demons recognize the havoc the tiny fiends cause and know to expect a devil attack soon after the arrival of fire imps.
Favored by Efreeti. Efreeti commonly hire fire imps as henchmen. The devils serve as spies, saboteurs, and guards in exchange for trips to the Plane of Fire, the most beautiful place in the multiverse to a fire imp. Efreeti often make the imps set fires to the property of nobles so that the genie can save the day…for a price.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.