Malikirian Imp

Tiny fiend, Lawful Evil

Armor Class

11

Hit Points

15 (6d4)

Speed

walk 20 ft., fly 40 ft.

Saves

wis +3, cha +4

Skills

deception +4, insight +3, stealth +3

Damage Resistances

Cold, bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Fire, Poison

Condition Immunities

Poisoned

Senses

darkvision 120 ft.

Languages

Infernal and 2 other languages

Challenge

1

Proficiency Bonus

+2

Creeping Corruption

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.

Magic Resistance

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

Innate Spellcasting

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

Actions

Bite

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.

Invisibility

The Malikirian imp becomes invisible until its concentration ends or it makes an attack.