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

STR
6
-2
DEX
14
+2
CON
13
+1
INT
12
+1
WIS
11
+0
CHA
14
+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