b'Devil, Blood Imp \n'b'  Family:   Devils  \n'b'  Tiny   fiend  (devil),  lawful evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  14 (4d4 + 4)  Speed  20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX:  14 (+2)  CON:  13 (+1)  INT:  12 (+1)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Persuasion  +4,  Religion  +5,  Stealth  +4  Damage Resistances  cold  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  Common, Infernal  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Bleed the Dying . The imp\xe2\x80\x99s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn\xe2\x80\x99t have all its  hit points  with its sting, the sting deals an extra 1d4 poison damage. \n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the imp\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The imp has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Sting .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Spew Blood .  Ranged Spell Attack : +4 to hit, range 20/60 ft., one target.  Hit : 5 (2d4) poison damage, and the target must succeed on a DC 10  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  About \n'b' Blood drips from the lips of this crimson fiend. \n'b'  Agents of Death . Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters. \n'b'  Temple Bane . Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it. \n'b' Blood Imp Familiars \n'b' Blood imps often serve the followers of their deities and encourage those followers to shed blood wherever they go. Such imps have the following trait. \n'b' The imp can serve another creature as a familiar, forming a magic,  telepathic bond  with that willing companion. While the two are bonded, the companion can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its companion, the companion shares the imp\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the  telepathic bond .'