Biweekly Monster-Mage Imp

Long time readers of this blog will have noticed that I’ve moved away from developing my own system: Mind Weave, and have been focusing on more generalized content, including modules specific to D&D 3.5. As of this year, I’m learning 5e and moving my content into the modern era as much as possible. To start off, the mage imps from the Rotating Labyrinth:


Mage Imp
Tiny fiend (devil), lawful evil
Armor Class: 12
Hit Points: 10 (3d6)
Speed: 20 ft., fly 40 ft.
Strength: 6 (-2)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 14 (+2)
Skills: Deception +4, Insight +3, Arcana +4, Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 11
Languages: Infernal, Common
Challenge: 1 (200 XP)
Devil’s Sight: Magical darkness doesn’t impede the mage imp’s darkvision.
Magic Resistance: The mage imp has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) slashing damage, and the target must make on a DC 11 Constitution saving throw, taking 4 (1d6) poison damage on a failed save, or half on as much damage on a successful one.
The mage imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mage imp wears or carries is invisible with it.
Spell Casting
The mage imp has Spell Casting capability as a Level 3 Wizard with 3 cantrips known and 6 spells prepared castable with 4 first level slots, and 2 second level slots. The cantrips known and spells prepared can be chosen or determined randomly.

Random lists of spells could be modeled after those I used in 3.5, something I will do when I write a 5e version of the Rotating Labyrinth.

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