Cursed Imp
- Hit points · HP
- 96
- Armour class · AC
- 13
- Level
- 12
- Strength
- 6-2
- Dexterity
- 17+3
- Constitution
- 13+1
- Intelligence
- 11+0
- Wisdom
- 12+1
- Charisma
- 14+2
Attacks and skills 5
Fly
Fly to a target position.
18m
Movement Speed
Ray of Sickness
Level 6 spell
Possibly
Poisons the target.
18m
Action
Possible damage types
Poison
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Caustic Claws
Lash out with acid fingernails.
1.5m
Action
Possible damage types
Slashing
Acid
Sting
Sting a creature.
1.5m
Bonus Action
Possible damage types
Poison
Piercing
Traits 6
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Mortal Reminder
When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom
Saving Throw or become
Frightened until the end of their next turn.
Saving Throw or become Darkvision
You can see in the dark up to 12m.
Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 24m.
Darkness Rules
No game description available.
1 internal effects have no display name.
Initial conditions and difficulty effects 1
Caustic Retort
Whenever you take damage, reflect it back at your attacker threefold as Acid damage.
1 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.