IMP DnD 5E Familiar

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 19th episode of our find familiar series. Today we’re going to be taking a look at the what can an imp familiar do? which is the first pact of the chain option we’re going to be addressing on this website. That being said, i hope you guys enjoy and with that out of the way let’s take a look at its stats.

IMP DnD 5E Familiar Stats

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

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  • Imp: Tiny fiend (devil), lawful evil
  • Armor Class: 13
  • Hit Points: 10 (3d4 + 3)
  • Speed: Walk 20 ft., fly 40 ft.
  • STR: 6 (-2)
  • DEX: 17 (+3)
  • CON: 13 (+1)
  • INT: 11 (+0)
  • WIS: 12 (+1)
  • CHA: 14 (+2)
  • Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
  • Damage Immunities: Fire, Poison
  • Condition Immunities: Poisoned
  • Senses: Darkvision (devil’s sight) 120 ft., Passive Perception 11
  • Languages: Common, Infernal
  • Challenge: 1 (200 XP)

So first and foremost you’ll notice the modern impressive AC of 13 that and the fairly large hip pool of 10 and that is calculated by rolling three die four and adding three. The Imp also has a walking speed of 20 and a fly speed of 40 what that means to you is this thing’s probably gonna be airborne most of the time. In any case you may also like read imp dnd 5e race.

Looking at its stats you’ll see that minue two to the strength is its lowest, outside of that has no negatives. Doing best in dexterity with the +3 followed up by charisma with a +2 needless to say this little guy is not only nimble but good with his tongue. Also check out this do you add dex to damage 5e.

Looking at its skills that further reflects in that previous statement with +4 to deception, +3 to insight, +4 to persuasion and +5 to stealth. Taking a look at its resistances you’ll note cold as well as bludgeoning, piercing and slashing. So long as they come from non-magical or silvered attacks. It’s also immune to fire and poison. Also read 5e familiar names.

In terms of senses you’re gonna notice in devil’s sight up to 120 feet which is super good. Passive perception of 11 which is not terrible and the telepathic bond between yourself and it which is very nice. The conditions it is immune to poison and languages it can speak and understand both common and infernal which means it’s one of the few familiars that you can actually have dialogue with in the traditional sense. Now let’s move on to its other traits. Also check out improved critical dnd 5e.

Other Traits

  • Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • 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.

The imp has this shape-shifter trait here. The imp can use its action to polymorph into a beast form that resembles a rat, a raven, a spider or back to its true form. Its stats are the same in each form except for the speed changes that are noted above. Any equipment is not transformed, so pretty cool stuff! I really like it.

It’s kind of disappointing that it doesn’t have anything with a swim speed but whatever. The devil’s sight ability is pretty cool, let’s look through darkness magical or not a really cool stuff! On magic resistance the IMP has advantage on saving throws against spell attacks and other magical effects.

So this is actually a part i screwed up, the familiar tag doesn’t technically apply to the eldritch invocation imp, it applies to the dnd 5e imp familiar variant which i’ll be addressing a little bit later on here. That being said, let’s take a look at its actions which are identical.

Actions

“Sting (Bite in Beast Form)”: It is a melee weapon attack with +5 to hit and the standard 5 foot of reach, It can only hit one target and it deals 5 piercing damage calculated by 1d4 + 3 i’d actually roll that, why not.

And the target must make a DC 11 constitution saving throw, taking 10 roll by 3d6 poison damage on a failed save, or half as much damage on a successful one. So really good stuff there!

It can also turn Invisibility: The imp magically turns invisible until it attacks or until its concentration ends. (As if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

That’s pretty cool as well! Please note that there’s not a limit on that. So pretty cool stuff, I really like it. That’ll wrap up this article on the imp d&d 5th. That being said guys! Thank you so much guys, have a great day and as always happy casting. Also check out sprite 5e familiar | pseudodragon 5e | quasit 5e |

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