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.

Runic Element
Fire
Affinity
Flame
Strong
Earth
Weak
Water
Runic Element Info
+25% magical damage dealt vs Earth element targets
−50% magical damage dealt vs Water element targets
Automatically resists 30% of Fire magic damage received
25% chance of immunity to Earth magic attacks
Alignment
Chaotic Evil
Light Points
0
Dark Points
3
Order Points
0
Chaos Points
4
Alignment Info & Modifiers
List any alignment notes here
Vitality
22
Gen D.
1d8
Save
0
Full
22
Soul
10
Gen D.
1d4
Save
0
Full
10
Power
30
Gen D.
1d8
Save
0
Full
30
Physical
4d4-3
Magic
2d6-3
Armor
Defense
7
Armor
Spirit
4
  • stealth penalty of 3; -5 to Initiative
  • +1d4 Magical Armor against Time element attacks
  • an extra 1d8 reduction to chopping damage
Evade
1
 
Modifiers
-9 (armor)
Fortitude
12
12
Immunity
-1
Endure
-1
Defense
-1
Health
-1
Breath Holding
-1
Brace
-1
Stamina
-1
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
8
8
Perceive
-2
Survival
-2
Insight
-2
Medicine
-2
Mental Balance
-2
Spirit
-2
Runic Power
1d4
Put info here
Strength
17
17
Weight Limit
100 lbs
Athletics
1
Grip
1
Critical
1
Throw Range
1
Offensive Power
1d10
Put info here
Speed
16
16
Acrobatics
0
Initiative
0
Move
1d6
Stealth
0
React
0
Bow Power
1d10
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 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
  • stealth penalty of 3;
  • +1d4 Magical Armor against Time element attacks
  • -5 to Initiative
  • an extra 1d8 reduction to chopping damage
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