A short humanoid of about three to five feet in height, they have overly long arms and overly short legs with knotted, stringy muscles and lank, greasy hair. Their eyes glitter red in the dimmest of lights and their teeth are little more than sharp fangs.
Red Imps dwell in caves, living off of others’ toils.
−50% magical damage dealt vs Water element targets
Automatically resists 30% of Fire magic damage received
25% chance of immunity to Earth magic attacks
- stealth penalty of 3; -5 to Initiative
- +1d4 Magical Armor against Time element attacks
- an extra 1d8 reduction to chopping damage
Equipment
| Slot | Item | Attack | Parry | Range | Evade Mod | Defense | Notes |
|---|---|---|---|---|---|---|---|
| Right Hand | Pole Arm | 1d8+2 | 1d4 | 2 | 1 | N/A | 20% piercing damage to Vitality |
| Helmet | Bone Half Helm | -- | -- | -- | -1 | Physical: 1d4-3; Magical: 1d6-3 Defense: 1; Spirit: 1 |
N/A |
| Body | Bone Plate | -- | -- | -- | -8 | Physical: 3d4; Magical: 1d6 Defense: 6; Spirit: 3 |
|
| Feet |
Natural Attacks
| Attack | Damage | Range | Effects |
|---|---|---|---|
| Claws | 1d6 + Offensive Power | 1 space | — |
| Bite | 1d4 | 1 space | — |
| Savagery Bonus | +2 damage to all natural attacks | N/A | barely controlled agression |
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 |
| Lunging Attack | ⚔️ Attack Action | 4 Power | movement range affecting 1 target | instant | Normal Athletics | When using this skill you rush the target, knocking the target back 1d4 spaces. The target is dazed for 1 round due to being disoriented. You do normal damage + 1 with this attack. |
| 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. |
| Frenzy | ⚔️ Attack Action | 4 Power | 1 space affecting 1 target | instant | Challenging React | Rolls 1d6 - number rolled is how many wild claw attacks are made on target each dealing claw damage (1d6 + offensive power) |
Behavior & Combat Notes
Barely above animal intelligence. Raids for supplies, takes slaves, does not cook food or manufacture items. Notable behavior: some groups steal human infants and leave their own young in exchange, recovering them after the humans raise them. In combat: savage and graceless. 50% chance two adjacent red imps attack each other instead of the party on any given round. Groups of 5–25. Adds extra 2 damage from pure savagery on all attacks.
Red Imps are barely more than animals, fighting among themselves and raiding for supplies and equipment. They tend to not cook their meat, and do not manufacture any items on their own. Some of the more advanced groupings capture slaves of other races and force them to serve them until they die (usually of malnutrition or from being beaten). It is not unheard of for a red imp to exchange their own baby for a human child of comparable age, only to let the human child die and recover their own offspring after it has been raised by its adoptive parents.
The red imp either attacks with it’s crushing grip or pounds a relentlessly and gracelessly with whatever scrounged weapon it has. A surprising number actually carry spears and use them correctly. They automatically do an extra 10 points of damage do to savagery. Red Imps are often encountered in groups of five to twenty five. Whenever there are two red imps next to each other, there is a 50% chance they will attack each other.
Encounter Size: 5-25 | XP Reward: 1d12 per imp | Challenge Level: Easy -2
Loot & Spoils
| Type | Item / Amount | Notes |
|---|---|---|
| Currency | 3d20 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 | 1d12 per imp | N/A |
| Alchemical Ingredient | Imp Skin | Skin from an imp |
| Alchemical Ingredient | Imp Skull | Skull from an imp |
| Alchemical Ingredient | Red Imp Blood | 1 vial of blood from a red imp |
