A mountain imp is short and compact, but built and not thin and wirely like other imps. They are bald and have overly large eyes with over-sized pupils and large, bat shaped ears. Their teeth are all flat and they have pig-like noses and round chins. Their skin color is often an ashy color or light gray,and they have no tails.

Mountain Imps live in mountain caves and crevasses.

Runic Element
Earth
Affinity
Stone
Strong
Air
Weak
Fire
Runic Element Info
+25% magical damage dealt vs Air element targets
−50% magical damage dealt vs Fire element targets
Automatically resists 30% of Earth magic damage received
25% chance of immunity to Air 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
30
Gen D.
1d10
Save
0
Full
30
Soul
10
Gen D.
1d6
Save
0
Full
10
Power
28
Gen D.
1d8
Save
0
Full
28
Physical
4d8-1
Magic
0
Armor
Defense
8
Armor
Spirit
0
  • stealth penalty of 3;
  • -5 to Initiative
  • extra 1d8 reduction to chopping damage
Evade
1
 
Modifiers
-10 (armor)
Fortitude
14
14
Immunity
0
Endure
0
Defense
0
Health
0
Breath Holding
0
Brace
0
Stamina
0
Put info here
Intellect
6
6
Runic Speed
-2
Focus
-2
Arcana
-2
History
-2
Nature
-2
Religion
-2
Spiritual Balance
-2
Put info here
Wisdom
10
10
Perceive
-1
Survival
-1
Insight
-1
Medicine
-1
Mental Balance
-1
Spirit
-1
Runic Power
1d6
Put info here
Strength
14
14
Weight Limit
140 lbs
Athletics
0
Grip
0
Critical
0
Throw Range
0
Offensive Power
1d8
Put info here
Speed
14
14
Acrobatics
0
Initiative
0
Move
1d6
Stealth
0
React
0
Bow Power
1d8
Put info here
Charisma
8
8
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 War Hammer 1d8+1 N/A 1 1 N/A Increase damage by 1d6 on critical
Helmet Steel Full Helm -- -- -- -2 Physical: 1d8-1; Defense: 2 N/A
Body Steel Plate Mail -- -- -- -8 Physical: 3d8; Defense: 6
  • stealth penalty of 3;
  • -5 to Initiative
  • extra 1d8 reduction to chopping damage
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
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
Claw Slash ⚔️ Attack Action   2 Power 1 target within 1 space instant Normal Critical 2d8 + Offensive Power

Behavior & Combat Notes

Secretive, reclusive, and deeply family-oriented. Tight-knit groups of 6–20. Will not provoke a fight but will defend their cave fiercely. All work as a coordinated team — everyone targets the same enemy until it's dead, then moves to the next. Stronger and tougher than most imps but slower. Never encountered alone.

Mountain Imps are secretive and reclusive. Mountain Imps prefer to be left alone and live a lifetime of hiding in mountain caves and crevasses. They also form small, tight nit families, of no less than six and no more than twenty. Mountain Imps are unlikely to provoke a fight, but will defend oneself and fight back. Mountain Imps may feel the need to defend their cave and will attack if encountered near their dwelling. Otherwise, the mountain imp will try to sneak away.

Mountain Imps will stand their ground in combat. They all work as a team, each helping to attack a single target until that target is dead. If a mountain imp cannot reach the target the other imps are fighting, it will fight the nearest target, but it will move closer to the community target on it’s next available move. You will encounter no less than six and no more than twenty mountain imps at a time.

Encounter Size: 6-20  |  XP Reward: 1d10 per imp  |  Challenge Level: Easy

Loot & Spoils

Type Item / Amount Notes
Currency 1d% 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