b'Devil, Imp \n'b'  Family:   Devils  \n'b'  Tiny   fiend  (devil, shapechanger),  lawful evil  \n'b'  Armor Class  13  Hit Points  10 (3d4 + 3)  Speed  20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX:  17 (+3)  CON:  13 (+1)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Deception  +4,  Insight  +3,  Persuasion  +4,  Stealth  +5  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive Perception 11  Languages  Infernal, Common  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Shapechanger : 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. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \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 (Bite in Beast Form) :  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  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. \n'b'  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. \n'b'  About \n'b' Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance. \n'b'  Familiar . This creature is an option for spellcasters using the  find familiar  spell.'