A dread imp is short and thin. They have ankle length greasy black hair and have small, beady eyes and small, pointed ears. They have long, pointed noses and sharply pointed chins. Their skin color is ashen gray, and they have no tails.

Dread Imps live in ruins of ancient castles and civilizations long past.

Runic Element
Space
Affinity
Fear
Strong
Life
Weak
Time
Runic Element Info
+25% magical damage dealt vs Life element targets
−50% magical damage dealt vs Time element targets
Automatically resists 30% of Space magic damage received
25% chance of immunity to Life magic attacks
Alignment
Chaotic Evil
Light Points
0
Dark Points
5
Order Points
0
Chaos Points
4
Alignment Info & Modifiers
List any alignment notes here
Vitality
20
Gen D.
1d8
Save
0
Full
20
Soul
24
Gen D.
1d6
Save
0
Full
24
Power
20
Gen D.
1d6
Save
0
Full
20
Physical
1d10+4
Magic
3d4+1
Armor
Defense
5
Armor
Spirit
3
Info can be put here
Evade
2
 
Modifiers
N/A
Fortitude
8
8
Immunity
-2
Endure
-2
Defense
-2
Health
-2
Breath Holding
-2
Brace
-2
Stamina
-2
Put info here
Intellect
17
17
Runic Speed
1
Focus
1
Arcana
1
History
1
Nature
1
Religion
1
Spiritual Balance
1
Put info here
Wisdom
17
17
Perceive
1
Survival
1
Insight
1
Medicine
1
Mental Balance
1
Spirit
1
Runic Power
1d10
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
+1 to Stealth (cowl)
Charisma
10
10
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 Imp Forged Throwing Wedge 1d4+1d6 1d4 1 space, throw + 1d6 -1 N/A Built from: Blade Length 3 inches (x1) + Wedge (Axe) Shape + Steel Material
+ Attack Type: Piercing. No handle — designed purely as a thrown weapon,
not unlike a crude throwing axe head.
Piercing Attack Type: 10% of damage dealt goes straight to Vitality
Helmet Leather Cowl -- -- -- 0 Physical: 1; Magical: 1 +1 to Stealth
Body Cured Belted Leather Brigandine -- -- -- 0 Physical: 1d10+3; Magical: 3d4
Defense: 5; Spirit: 3
N/A
Feet              

Natural Attacks

Attack Damage Range Effects
Claws 1d6 + Offensive Power 1 space
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 basic attack skill with weapon, increasing weapon damage by +1d4
Aiming 🔮 Support Action    N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack. 
Blind Throw ⚔️ Attack Action 3 Soul throw range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack.
Throw Empowerment 🔮 Support Action 2 Soul self 1d6 rounds Easy Critical With this skill you double your throw range and increase the thrown damage by 1d4 and decreases target's evade by 1.
Hide 🔮 Support Action  1 Soul self instant Normal Stealth +2 Hide behind objects or in shadows giving the enemy a penalty of -3 to Perceive to find you.

Behavior & Combat Notes

Cunning trap-setters and utter cowards. Love to set traps then hide and watch. Will often trigger their own traps just to see them work. When caught in combat, spend every action trying to flee - only attack if completely blocked. Never use claws willingly. Groups of 5–25.

Dread Imps are tricksters and are very crafty, and some of the most cowardly of all imps. They love to set traps, and set some of the most dangerous and cunning traps. They are often employed for this very reason, to set traps to protect the employer’s treasures. They love to hide and watch for someone to set off one of their traps. If they see someone sidestep a trap of theirs, they will often try to trigger the trap themselves just to see it work against the adventurer. This often causes them to either get harmed by their own trap or to get caught and engaged into combat. Being cowardly, dread imps will try everything to flee, choosing to use most of their actions to flee the battlefield, only attacking if they can’t flee.

Dread Imps will flee rather than fight, making all of their first actions move actions to get closer to the edge of the battlefield. It is only if they are blocked that they will attack first. If they finish their move actions and cannot reach the edge of the battlefield to flee, but are next to an enemy target, they may attack that target out of frustration. Unlike most imps, dread imps will not use their claws or teeth to attack, but instead their weapon and skill. Dread Imps are often encountered in groups of five to twenty five.

Encounter Size: 5-25  |  XP Reward: 1d12 per imp  |  Challenge Level: Easy -2

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 equipped gear 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