You learn the Find Familiar spell and can cast it as a ritual. The PHB uses "familiar" as a term, expanding its properties in some cases, e.g. It describes its properties - acts independently, can't attack, can deliver spells, can be dismissed into a pocket dimension, etc. The Find Familiar spell description explains what a "familiar" is.
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This is part of the 5e System Reference Document. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.īack to Main Page → 5e System Reference Document → Creatures → Monsters Open Game Content ( place problems on the discussion page). While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. Some such imps have the following trait.įamiliar. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. It strikes while invisible, attacking with
An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.Īn imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. Any equipment the imp wears or carries is invisible with it. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The imp has advantage on saving throws against spells and other magical effects. Magical darkness doesn't impede the imp's darkvision. It reverts to its true form if it dies.ĭevil's Sight. Any equipment it is wearing or carrying isn't transformed. Its statistics are the same in each form, except for the speed changes noted. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Senses darkvision 120 ft., passive Perception 11 Skills Deception +4, Insight +3, Persuasion +4, Stealth +5ĭamage Resistances cold bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Tiny fiend (devil, shapechanger), lawful evil