11
15 (6d4)
walk 20 ft., fly 40 ft.
wis +3, cha +4
deception +4, insight +3, stealth +3
Cold, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Fire, Poison
Poisoned
darkvision 120 ft.
Infernal and 2 other languages
1
+2
Creatures within 30 ft. that the Malikirian imp can see must make a DC 12 Charisma saving throw at the start of their turn. On a failure, the creature acts in accordance with its most selfish, venal, and ruthless impulses to the best of its ability. After 24 hours, the creature must make another Charisma saving throw, ending the compulsion on a success. Failure indicates the compulsion lasts indefinitely until the affected is subject to remove curse or similar magic. Creatures that cannot be charmed are immune to this effect.
The Malikirian imp has advantage on saving throws against spells and other magical effects.
The Malikirian imp's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells without material components: • At will: minor illusion • 1/Day each: detect thoughts, sleep, suggestion
Melee Weapon Attack: -1 to hit, reach 0 ft., one target. Hit: 1 (1d4 - 2) piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 7 (2d6) poison damage.
The Malikirian imp becomes invisible until its concentration ends or it makes an attack.