b'Devil, Fire Imp \n'b'  Family:   Devils  \n'b' A  tiny   devil  with red scales and wings of fire flits around the area,  laughing as it ignites everything with a touch . The creature reeks of sulfur and brimstone. \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: 5 (-3) DEX:  14 (+2)  CON:  12 (+1)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Deception  +3,  Stealth  +4  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver  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'   Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the imp\xe2\x80\x99s darkvision. \n'b'  Fire Absorption . Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of  hp  equal to the fire damage dealt. \n'b'  Heat Metal (1/day) . As a  bonus action , the imp casts the  heat metal  spell without expending any material components (spell save DC 12). \n'b'  Magic Resistance . The imp has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Fire Touch .  Melee Spell Attack : +4 to hit, reach 5 ft., one target.  Hit : 7 (2d4 + 2) fire damage and if the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12  Dexterity  saving throw or take another 2 (1d4) fire damage at the start of its next turn. \n'b'  Hurl Flame .  Ranged Spell Attack : +4 to hit, range 150 ft., one target.  Hit : 5 (2d4) fire damage and if the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. \n'b'  About \n'b' Fire imps are one of the lowest forms of devils, below even common imps. They are mischievous troublemakers who desire only to ignite the multiverse. \n'b'  Contained Insanity . While fire imps are demented arsonists, they are still devils and follow the chain of command. When the imps are not starting fires, they fidget, play with nearby utilitarian flames, and beg for permission to use their destructive abilities like whiny children. Glee strikes when the imps set something on fire, and they often go overboard, burning anything they can get away with. \n'b'  Distract and Weaken . Devils send fire imps to a fortified location to cause chaos and weaken defenses. Demons recognize the havoc the tiny fiends cause and know to expect a devil attack soon after the arrival of fire imps. \n'b'  Favored by Efreeti . Efreeti commonly hire fire imps as henchmen. The devils serve as spies, saboteurs, and guards in exchange for trips to the Plane of Fire, the most beautiful place in the multiverse to a fire imp. Efreeti often make the imps set fires to the property of nobles so that the genie can save the day\xe2\x80\xa6for a price.'