Blood Imp
Tiny Fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 14 (4d4+4)
Speed fly +40, walk +20
Challenge 1/2
Skills stealth +4, religion +5, persuasion +4
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Common, Infernal
Special Abilities
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.
Source: Tome of Beasts 2 · OGL/Open