Fire 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
5
-3
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
14
+2

Skills stealth +4, deception +3

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

Special Abilities

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.

Actions

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.

Source: Creature Codex · OGL/Open