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
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