Imp Familiar
Tiny Fiend
Armor Class 13
Hit Points 14 (4d4+4)
Speed fly +40, walk +20
Challenge 1/2
Skills insight +3, stealth +5, deception +4, perception +3, persuasion +4
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Special Abilities
Devils Sight. The imps darkvision penetrates magical darkness.
Ventriloquism. The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
Lawful Evil. The imp radiates a Lawful and Evil aura.
Magic Resistance. The imp has advantage on saving throws against spells and magical effects.
Familiar. The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait.
Actions
Sting (Bite While Shapeshifted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Shapeshift. The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Bonus Actions
Invisibility. The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open