Fire Imp

Tiny fiend (devil), Lawful Evil

Armor Class

13 (natural armor)

Hit Points

14 (4d4+4)

Speed

walk 20 ft., fly 40 ft.

Skills

Deception +3, Stealth +4

Damage Resistances

cold; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Common, Infernal

Challenge

1/2

Devil's Sight

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

Fire Absorption

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.

Heat Metal (1/Day)

As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).

Magic Resistance

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

Actions

Fire Touch

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.

Hurl Flame

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.