Small creature, CN, As an Imp, but with weakened powers and no wings.
Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 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
Damage Resistances cold / Damage Immunities poison
Senses darkvision 40 ft., passive Perception 9
Languages Common
Devil's Sight. Magical darkness doesn't impede the Impoid’s darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
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.
Challenge 1 (130 XP)