Imp Familiar

Tiny Fiend

Armor Class 13

Hit Points 14 (4d4+4)

Speed fly +40, walk +20

Challenge 1/2

STR
6
-2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
14
+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