Forest Imp

Forest Imp

Tiny fey, chaotic evil
Armor Class 13
Hit Points 11 (3d4 + 3)
Speed 20 ft., fly 40 ft.
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Acrobatics +6, Perception +3, Stealth +6
Senses darkvision 90 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1/2 (100 XP)

Innate Spellcasting. The forest imps’ spellcasting ability is Charisma (spell save DC 12). The forest imp can cast the following spells, requiring no material components:
At will: dancing lights, see invisibility
3/day: invisibility (self only)
1/day: entangle

Beast Whisper. The forest imp can communicate with beasts as if sharing a language.

Magic Resistance. The forest imp has advantage on saving throws against spells and other magical effects.

Natural Camouflage. The forest imp has advantage on Dexterity (Stealth) checks made to hide in natural surroundings.


Glaive-Guisarme. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must make a DC 13 Dexterity (Acrobatics) check or be tripped and knocked prone.

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