Dungeon23, March Day 2

 A fiendish antechamber...


Area 11

The door to this chamber is closed but unlocked.

The room is brightly illuminated by an everburning torch ensconced in the southern wall.

This room is the antechamber to one of the private worship chambers of the evil cult leadership.

Creature: Perched in the rafters of the ceiling is an imp, a minion of the cult leader who dwells in area 12. If any intruders come into this chamber and attempt to access the door to area 12, the imp uses invisibility and flies away to alert it master in area 14.



Imp

Tiny fiend (devil, shapechanger), lawful evil

Armor Class 13

Hit Points 10 (3d4+3)

Speed 20 ft., fly 40 ft.

Str 6 (-2) Dex 17 (+3) Con 13 (+1)

Int 11 (+0) Wis 12 (+1) Cha 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5

Condition Immunity poisoned

Damage Immunity fire, poison

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Senses darkvision 120 ft.; passive Perception 11

Languages Common, Infernal

Challenge 1 (200 xp); Prof Bonus +2

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

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

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft, fly 60 ft., or a spider (20 ft. climb 20 ft.), or back to its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

ACTIONS

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Sting (Bite in beast form). Melee weapon attack: +5 to hit, 5-ft. reach, one target. Hit: 5 (1d4+3) piercing damage, and the target must make a successful DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.



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