b'Imp, Wild \n'b'  Small   fey  (imp),  chaotic neutral  \n'b'  Armor Class  12  Hit Points  11 (2d6 + 4)  Speed  25 ft., climb 25 ft.\n'b' STATS STR: 7 (-2) DEX:  14 (+2)  CON:  15 (+2)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Perception  +1  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common  Challenge  1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Standing Leap . The imp\xe2\x80\x99s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Fist .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) bludgeoning damage, and the target is  grappled  (escape DC 12). \n'b'  Kettle Defense . The imp withdraws into its kettle. Until it emerges, it gains a +4 bonus to AC and has advantage on  Strength  and  Constitution  saving throws. While in its kettle, the imp is  prone , its speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on  Dexterity  saving throws, it can\xe2\x80\x99t take  reactions , and the only action it can take is a bonus action to emerge. \n'b'\n'b' ABOUT \n'b' This small creature pops out of its circular, pot-like dwelling to appear before you. He has hair that stands straight up and is scarlet in color, with naught but skins, bracelets, and necklaces for jewelry. \n'b' Wild imps love to laugh and play at night, tossing around anyone who crosses them and singing merry songs as they do so. They live in communities of up to 100 members.\xc2\xa0They are not above flinging around foes or sitting on them, but have little appetite for deadly combat. \n'b'  Upside-Down Kettles . Wild imps live in strange dwellings that look like kettles turned upside-down. There is no furniture inside but soft cushions strewn about the floor which make for very comfortable beds.'