Expendable Minion. When a Wild Imp is reduced to 0 HP, it explodes in a burst of fel fire. Each creature within 5 feet must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a success. Swarm Tactics. Wild Imps gain advantage on attack rolls if an allied imp is within 5 feet of the target.
Fel Firebolt. *Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit:* 5 (1d8 + 1) fire damage.
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