Imp · CR 1
Type: Fiend · Size: Tiny · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Time | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Adrenal Glands | Stimulant, Unique | Medium | 100 | Medicine or Survival 15 | 1 hour | Necrotic, Piercing | – |
| Head | Trophy | Low | 10 | Medicine or Survival 10 | 5 minutes | Bludgeoning, Necrotic | Acid |
| Manipulative Accursed Heart | Unique | Medium | 100 | Medicine or Survival 15 | 10 minutes | Necrotic, Piercing | – |
| Tail Stinger | Creature Part, Toxin | Low | 10 | Medicine or Survival 10 | 5 minutes | Bludgeoning, Necrotic | Acid |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade Low, DC 10). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Barium Sanguine – from Magic Resistance
- Aerial Locomotion Structure – from Flight (wings)
Part descriptions
Manipulative Accursed Heart
A small red heart pulsing with transmutation and an imp’s cunning.
Use: once a day, hold it and call on it: for 10 minutes, advantage on Deception and Persuasion, and telepathy with any creature you see within 30 feet. Afterwards make a DC 12 Wisdom save. Failure – until a long rest, disadvantage on Intimidation and on saves against being charmed; and the devil’s soul gets a foothold in your mind.
Good for: disguise and shapechanging items (minor fit), e.g. a hat of disguise.
Devil-heart bond: each use raises the DC by 1 (max 17). Fail three times and the bond is permanent until broken by protection from evil and good – which turns the heart to ash.
Statblock
Imp – SRD 5.2
Tiny Fiend, Lawful Evil
AC 13 · HP 21 (6d4 + 6) · Speed 20 ft., Fly 40 ft.
Score Save Score Save STR 6 (−2) −2 INT 11 (+0) +0 DEX 17 (+3) +3 WIS 12 (+1) +1 CON 13 (+1) +1 CHA 14 (+2) +2 Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. (unimpeded by magical darkness); Passive Perception 11
Languages Common, Infernal
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.
Actions
Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Level 2: Invisibility
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 183); SRD 5.1 (size) – part descriptions rewritten in our own words.