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Dnd 5e imp
Dnd 5e imp






dnd 5e imp

Devils send fire imps to a fortified location to cause chaos and weaken defenses. Glee strikes when the imps set something on fire, and they often go overboard, burning anything they can get away with.ĭistract and Weaken. When the imps are not starting fires, they fidget, play with nearby utilitarian flames, and beg for permission to use their destructive abilities like whiny children. While fire imps are demented arsonists, they are still devils and follow the chain of command. They are mischievous troublemakers who desire only to ignite the multiverse.Ĭontained Insanity. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn’t being worn or carried, it also catches fire.įire imps are one of the lowest forms of devils, below even common imps. Ranged Spell Attack: +4 to hit, range 150 ft., one target. 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. 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. Melee Spell Attack: +4 to hit, reach 5 ft., one target. The imp has advantage on saving throws against spells and other magical effects. As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12). 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. Magical darkness doesn’t impede the imp’s darkvision. Senses darkvision 120 ft., passive Perception 10 The creature reeks of sulfur and brimstone.ĭamage Resistances cold bludgeoning, piercing, and slashing from nonmagical attacks not made with silver A tiny devil with red scales and wings of fire flits around the area, laughing as it ignites everything with a touch.








Dnd 5e imp