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Wild Imp CR: 1/8

Tiny demon,
Armor Class: 13
Hit Points: 7 (3d4) 3d4+4
Speed: 30 ft

STR

5 -3

DEX

14 +2

CON

10 +0

INT

6 -2

WIS

10 +0

CHA

12 +1

Saving Throws: Dex +4
Damage Resistances: fire, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands Eredun and Common
Challenge Rating: 1/8 ( Chaotic Evil XP)
Proficiency Bonus: +2

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.

Actions

Fel Firebolt. *Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit:* 5 (1d8 + 1) fire damage.

Wild Imps are chaotic, unstable demons frequently summoned by Demonology warlocks in large numbers. While weak on their own, their strength lies in numbers—and their explosive demise is just as useful as their fiery bolts. Cackling, foul-mouthed, and never quiet, Wild Imps are more a wave of madness than a tactical unit.

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