A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail. Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins.

Runic Element
Air
Affinity
Air
Strong
Water
Weak
Earth
Runic Element Info
+25% magical damage dealt vs Water element targets
−50% magical damage dealt vs Earth element targets
Automatically resists 30% of Air magic damage received
25% chance of immunity to Water 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
22
Gen D.
1d8
Save
0
Full
22
Soul
14
Gen D.
1d6
Save
0
Full
14
Power
28
Gen D.
1d8
Save
0
Full
28
Physical
3d8-3
Magic
3d6-3
Armor
Defense
4
Armor
Spirit
4
  • stealth penalty of 5;
  • -2 to Initiative
  • extra 1d8 reduction to slashing damage
Evade
2
 
Modifiers
-4 (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
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
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 Chain Whip 3d3 0 4 2 N/A N/A
Helmet Aurum Half Helm -- -- -- -1 Physical: 1d8-3; Magical: 1d6-3
Defense: 1; Spirit: 1
+1 to Armor Defense if your element is life 
Body Aurum Chain Mail -- -- -- -3 Physical: 2d8; Magical: 2d6
Defense: 3; Spirit: 3
  • +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
  • stealth penalty of 5;
  • -2 to Initiative
  • extra 1d8 reduction to slashing damage
Feet              

Natural Attacks

Attack Damage Range Effects
Claws 1d6 + Offensive Power 1 space
Tail Barb 1d4 1 space Injects weak poison: 1d4 Vitality/round for 1d4 rounds. Normal Health check to resist.
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.
Wrist Snap ⚔️ Attack Action  2 Power 1 target within weapon range instant Easy Acrobatics Basic whip attack skill that adds an additional 1d4 to the attack.
Leg Trip 🔮 Support Action  4 Power weapon's range affecting 1 target  instant Normal Athletics Whip skill that causes you to trip the target causing the target to be knocked down. Increases damage by 1.
Cat Scratch ⚔️ Attack Action   3 Power 1 target within 1 space instant Normal Critical Rolls 1d6 — that many rapid claw attacks, each dealing Offensive Power + claws. 
Transform into Fog 🛡️ Defense Action  4 Soul self instant Normal Arcana May transform into fog as a defensive action. While fog, immune to physical attacks but still affected by magic. Returns to physical form at start of next turn.

Behavior & Combat Notes

Cowardly tricksters who love to be known but not seen. Classic pranks include swapping gear for junk found in their territory. Will not attack unless cornered or feeling ignored — at which point they attack boldly once per round then try to flee. Use fog transformation to avoid physical retaliation. Groups of 3–12.

Fog imps are cowards who do not like to be seen but like to be known. They are tricksters, willing to play a trick on someone, such as swap out their gear for any odd item, including very rarely better gear, found within it’s domain, and then hide and watch the affected person’s reaction with amusement. Unlike some other imps, fog imps will not attack unless they feel corned and have no way out except to attack or if they feel like their tricks are being ignored or ridiculed and then do so just for the attention they so desire.

The fog imp will boldly attack once, each round and then try to flee. If the fog imp cannot try to flee by the end of it’s active round, and is near another enemy target, it may or may not decide to attack that target as well. The fog imp also may decide to attack it’s enemies enemy targets, just for their reaction. Fog imps have a natural ability to transition into fog to avoid a physical attack, thus magical attacks work best against them. 

Encounter Size: 3-12  |  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 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