For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Shapechanger --repeating_npctrait_-CREATE_description|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't transformed. It reverts to its true form if it dies.
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Resistance --repeating_npctrait_-CREATE_description|The imp has advantage on saving throws against spells and other magical effects.
!setattr --sel --repeating_npcaction_-CREATE_name|Sting (Bite in Beast Form) --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Invisibility --repeating_npcaction_-CREATE_description|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.
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't transformed. It reverts to its true form if it dies.
Devil's Sight.
Magical darkness doesn't impede the imp's darkvision.
Magic Resistance.
The imp has advantage on saving throws against spells and other magical effects.
Actions
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: , and the target must make on a DC 11 Constitution saving throw, taking on a failed save, or half as much damage on a successful one.
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.
DM Options: Monster Talents
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Monster Weaknesses
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Monster Loot: Monster Manual
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Monster Loot: Curse of Strahd
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Legendary Bestiary
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Monster Loot: Baldur's Gate: Descent into Avernus
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Monster Loot: Candlekeep Mysteries
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Monster Loot: Waterdeep: Dragon Heist
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Monster Loot: Ghosts of Saltmarsh
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Monster Loot: Keys from the Golden Vault
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Monster Loot: Storm King's Thunder
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Monster Loot: Van Richten's Guide to Ravenloft
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Official miniatures
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