Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to. A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail.

Runic Element
Death
Affinity
Death
Strong
Time
Weak
Life
Runic Element Info
+25% magical damage dealt vs Time element targets
−50% magical damage dealt vs Life element targets
Automatically resists 30% of Time magic damage received
25% chance of immunity to Death magic attacks
Alignment
Chaotic Evil
Light Points
0
Dark Points
2
Order Points
0
Chaos Points
4
Alignment Info & Modifiers
List any alignment notes here
Vitality
22
Gen D.
1d8
Save
0
Full
22
Soul
12
Gen D.
1d6
Save
0
Full
12
Power
28
Gen D.
1d8
Save
0
Full
28
Physical
3d8-3
Magic
2d6
Armor
Defense
4
Armor
Spirit
3
Put Info Here
Evade
2
 
Modifiers
-4 Evade (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
12
12
Perceive
-1
Survival
-1
Insight
-1
Medicine
-1
Mental Balance
-1
Spirit
-1
Runic Power
1d6
Put info here
Strength
8
8
Weight Limit
80 lbs
Athletics
-2
Grip
-2
Critical
-2
Throw Range
-2
Offensive Power
-2
Put info here
Speed
18
18
Acrobatics
1
Initiative
1
Move
1d6
Stealth
1
React
1
Bow Power
1d8
Put info here
Charisma
6
6
Influence
-2
Deception
-2
Intimidate
-2
Perform
-2
Persuade
-2
Luck
-2
Charm
-2
Put info here

Equipment

Slot Item Attack Parry Range Evade Mod Defense Notes
Right Hand Small Scythe 1d6+1 N/A 1 0 N/A N/A
Helmet Steel Half Helm -- -- -- -1 Physical: 1d8-3; Defense: 1 N/A
Body Argentum Chain Mail -- -- -- -3 Physical: 2d8; Magical: 2d6;
Defense: 3; Spirit: 3
 
Feet              

Natural Attacks

Attack Damage Range Effects
Claws 1d6 + Offensive Power 1 space
Bite  1d4 1 space
Tail Barb 1d4 1 space Injects weak poison: 1d4 Vitality/round for 1d4 rounds. Normal Health check to resist.

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 basic attack skill with 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 same time affecting 1 to 2 targets in melee range
Crushing Grip ⚔️ Attack Action  3 Power 1 space affecting 1 target instant Normal Critical Leaps onto target's neck. 1d6 × Offensive Power per round for 1d4 rounds.

Behavior & Combat Notes

Vicious and cowardly in equal measure. Prefers to attack sleeping or incapacitated targets and coat weapons in poison from hiding. If cornered, begs for its life - then stabs the moment it sees an opening. If hired to kill, may approach the target with a counter-offer. Immune to poison, which it exploits freely. Groups of 4–10.

  • Immune to all poisons
  • Skin coloring provides natural stealth bonus (+2 to Stealth checks in shadows)
  • Death Imp poison cannot be cured by standard medicine, requires antidote potion or Life magic

 

Encounter Size: 4-10  |  XP Reward: 1d10 per imp |  Challenge Level: Easy

Loot & Spoils

Type Item / Amount Notes
Currency 2d% Shillings  Loot from body. To steal from living target: determine amount with 2d%, then roll percentile for amount stolen on success.
Equipment Any worn 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