Imps

'Imps are small Multicolored Creatures born from the pure elements themselves. Though small in size they command incredible power and for a limited time per day can transform into hulking monstrosities.'

Size: 2.5-3.5ft

Speed: 30

Languages: Infernal, Common

Born from the Elements:

Pick which type of imp you are from the list below, each type comes with its own elemental resistance and an additional ability at level seven.

Energy Imp: Resistance to Lightning damage.

Flame Imp: Resistance to Fire damage.

Corrosive Imp: Resistance to Acid damage.

Frost Imp: Resistance to Cold damage.

Death Imp: Resistance to Necrotic damage.

Hulking Form:

You are able to grow and transform into a muscular 9ft tall beast as an action on your turn. The effect lasts for one minute and while in the form you have advantage on all melee attacks and all strength checks. Once used you must complete a short or long rest to use this ability again.

At seventh level you are able to use this ability twice per turn and three times at fourteenth.

Elemental Abilities:

At seventh level you gain access to one ability from your element.

Energy Imp: You can cast the spell lightning bolt once per short rest without expending a spell slot.

Flame Imp: You can cast the spell Fireball once per short rest without expending a spell slot.

Corrosive Imp: You can cast the spell Stinking Cloud once per short rest without expending a spell slot.

Frost Imp: You can cast the spell Sleet Storm once per short rest without expending a spell slot.

Death Imp: You can cast the spell Vampiric Touch once per short rest without expending a spell slot.

Elemental Duality:

At level fifteenth you choose a second elemental type, you gain the resistances and abilities from that type.