An aurum imp is a small, fat humanoid that ranges from 2 feet to 4 feet in height. It’s skin has a bronze to it, and it’s eyes are bright yellow. It has long claws, and small, sharp teeth. It has a 1 foot 6 inches long, fat, tail that has a sharp edged spade at it’s end. 

Aurum imps live in caves, ruins, basements, and sewers.

Runic Element
Life
Affinity
Energy
Strong
Death
Weak
Space
Runic Element Info
+25% magical damage dealt vs Death element targets
−50% magical damage dealt vs Space element targets
Automatically resists 30% of Life magic damage received
25% chance of immunity to Death magic attacks
Alignment
Chaotic Neutral
Light Points
0
Dark Points
0
Order Points
0
Chaos Points
4
Alignment Info & Modifiers
List any alignment notes here
Vitality
28
Gen D.
1d8
Save
0
Full
28
Soul
16
Gen D.
1d6
Save
0
Full
16
Power
22
Gen D.
1d8
Save
0
Full
22
Physical
4d8-1
Magic
2d6-1
Armor
Defense
8
Armor
Spirit
3
  • stealth penalty of 3; -5 to initiative
  • extra 1d8 reduction to chopping damage
  • +2 to Magic Armor if your element is life; +1 to Armor Defense if your element is life 
Evade
1
 
Modifiers
-10 (armor)
Fortitude
10
10
Immunity
-1
Endure
-1
Defense
-1
Health
-1
Breath Holding
-1
Brace
-1
Stamina
-1
Put info here
Intellect
10
10
Runic Speed
-1
Focus
-1
Arcana
-1
History
-1
Nature
-1
Religion
-1
Spiritual Balance
-1
Put info here
Wisdom
14
14
Perceive
0
Survival
0
Insight
0
Medicine
0
Mental Balance
0
Spirit
0
Runic Power
1d6
Put info here
Strength
10
10
Weight Limit
100 lbs
Athletics
-1
Grip
-1
Critical
-1
Throw Range
-1
Offensive Power
1d6
Put info here
Speed
16
16
Acrobatics
0
Initiative
0
Move
1d6
Stealth
0
React
0
Bow Power
1d10
Put info here
Charisma
12
12
Influence
-1
Deception
-1
Intimidate
-1
Perform
-1
Persuade
-1
Luck
-1
Charm
-1
Put info here

Equipment

Slot Item Attack Parry Range Evade Mod Defense Notes
Right Hand Short Katana 1d4+2 1d6 1 0 N/A 2-handed for imp (double offensive power)
Helmet Aurum Full Helm -- -- -- -2 Physical: 1d8-1; Magical: 1d6-1
Defense: 2; Spirit: 1
+1 to Armor Defense if your element is life 
Body Aurum Plate Mail -- -- -- -8 Physical: 3d8; Magical: 1d6
Defense: 6; Spirit: 2
  • stealth penalty of 3;
  • -5 to Initiative
  • extra 1d8 reduction to chopping damage
  • +2 to Magic Armor if your element is life
  • unable to gain any benefit from the skills hide or sneak due to brightness of armor
Feet              

Natural Attacks

Attack Damage Range Effects
Claws 1d6 + Offensive Power 1 space
Tail Spade 1d6 1 space Caused 1d4 Vitality Bleeding if unarmored or cloth armor.
Bite 1d4 1 space

Skills & Abilities

Skill Type Stat Cost Range & Area Duration Roll Check Effects
Fly 👣 Movement Action 2 Power Self instant Normal Athletics Move at triple movement rate.
Basic Attack ⚔️ Attack Action  2 Power 1 target within weapon range instant Easy Athletics Perform a basic attack skill with your weapon, increasing weapon damage by +1d4.
2-Hit Combo ⚔️ Attack Action  4 Power weapon's range affecting 1-2 targets instant Normal React Perform 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range.
Claw Slash ⚔️ Attack Action   2 Power 1 target within 1 space instant Normal Critical 2d8 + Offensive Power
Electric Shock ✨ Magic Action 4 Soul 1 target within 4 spaces instant Normal Arcana 1d20+4 Life magic damage, target is dazed for 1 round.
Life Regen 🛡️ Passive Ability  1 Soul self instant Automatic As long as the aurum imp has at least 1 Soul, every round the aurum imp will regenerate 1d4 Vitality

Behavior & Combat Notes

Greedy, arrogant, and possessive to a fault. Hoards anything regardless of actual value. Will not share with anyone including other Gold Imps. Will never flee — too arrogant to believe it could lose. Fights back immediately if treasure is threatened, using both weapons and Life magic. As familiars, intensely loyal but jealous of any competition for the master's attention. Groups of 1–10.

Gold Imps are greedy and pompous. Gold Imps like to hoard all things, even if the thing they are hoarding is considered garbage or waste to most other beings. Gold imps will not share their hoarded treasure with anyone else, not even other gold imps, no matter the reason. Gold Imps that become familiars are equally possessive of their masters, not wishing to share them with any other familiar or significant other... but will be tolerant of friends. Gold Imps are also arrogant, and though not typically aggressive, they will stand up and fight, believing that they will win. Gold Imps won’t come out and fight unless they feel like their treasure is being threatened, whatever that treasure may be.

Gold Imps, unlike other imps will never flee from battle. They are so arrogant, that they believe they will run, even when all other allies are dead and they are near the point of death. If attacked, the gold imp will attack back as normal with their claws, tail, or weapon. If they feel that their treasure (or treasured ‘pet’ as they refer to their master) is threatened, the gold imp will go all out in their attack and even use some magic. Gold imps may be encountered alone, or in groups as large as ten.

Encounter Size: 1-10  |  XP Reward: 1d12 per imp  |  Challenge Level: Easy -2

Loot & Spoils

Type Item / Amount Notes
Currency 3d% Shillings  Loot from body. To steal from living target: determine amount with 2d%, then roll percentile for amount stolen on success.
Equipment any equipped equipment All lootable from dead. Only the holster and backpack can be stolen from a living target.
XP Reward 1d10 per imp N/A
Alchemical Ingredient Imp Skin Skin from an imp
Alchemical Ingredient Imp Skull Skull from an imp