13 (natural armor)
14 (4d4+4)
walk 20 ft., fly 40 ft.
Deception +3, Stealth +4
cold; bludgeoning, piercing, slashing from nonmagical weapons
fire, poison
poisoned
darkvision 120 ft.
Common, Infernal
1/2
Magical darkness doesn't impede the imp's darkvision.
Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
The imp has advantage on saving throws against spells and other magical effects.
Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.