A temporal imp is short and thin, but slightly taller than most other imps. They have short, messy, gray hair and have small, slanted eyes and long, pointed ears. Their skin pail and clammy, and they have short tails, barely 4 inches long and made of only pale skin.

The few temporal imps that have ever been recorded have been found deep within the world’s oldest ruins and dungeons. 

Runic Element
Time
Affinity
Past
Strong
Space
Weak
Death
Runic Element Info
+25% magical damage dealt vs Space element targets
−50% magical damage dealt vs Death element targets
Automatically resists 30% of Time magic damage received
25% chance of immunity to Space 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
20
Gen D.
1d6
Save
0
Full
20
Soul
26
Gen D.
1d10
Save
0
Full
26
Power
16
Gen D.
1d6
Save
0
Full
16
Physical
1d10+4
Magic
4d4+1
Armor
Defense
5
Armor
Spirit
4
Stealth +2
Evade
1
 
Modifiers
N/A
Fortitude
10
10
Immunity
-1
Endure
-1
Defense
-1
Health
-1
Breath Holding
-1
Brace
-1
Stamina
-1
Put info here
Intellect
14
14
Runic Speed
0
Focus
0
Arcana
0
History
0
Nature
0
Religion
0
Spiritual Balance
0
Put info here
Wisdom
13
13
Perceive
0
Survival
0
Insight
0
Medicine
0
Mental Balance
0
Spirit
0
Runic Power
1d8
Put info here
Strength
8
8
Weight Limit
80 lbs
Athletics
-2
Grip
-2
Critical
-2
Throw Range
-2
Offensive Power
1d4
Put info here
Speed
16
16
Acrobatics
0
Initiative
0
Move
1d6
Stealth
0
React
0
Bow Power
1d10
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 Small Bow 1d4 N/A  shooting range of 1d12 + 2; must be at least 2 spaces away to use  -1 N/A flammable
Ammo Bone Bodkin Arrows (20) 1d6 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5  0 N/A
  • target has a Hard Endure -2 chance to not be stunned 1 round each hit with arrow
  • Evade Modifier -1 if attacking someone of the time element
  • Can recover Luck Trait amount of times after use
Helmet Leather Cowl -- -- -- 0 Physical: 1; Magical: 1 +1 to Stealth
Body Leather Cured Brigandine -- -- -- 0 Physical: 1d10+2; Magical: 3d4;
Defense: 3; Spirit: 3
N/A
Cape/Cloak Leather Cloak -- -- -- 0

Physical: 1; Magical: 1d4;
Defense: 2; Spirit: 1

+1 to Stealth

Natural Attacks

Attack Damage Range Effects
Claws 1d6 + Offensive Power 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.
Aiming 🔮 Support Action n  N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack. 
Bow Drawing 🔗 Skill Chain Action   3 Power self instant Normal Athletics Increase bow range by 1d6, increase focus by 1 and damage by +1. This can be used with any bow attack skill.
Staggering Shot ⚔️ Attack Action  5 Power weapon's range affecting 1 target instant Challenging Critical Dazes the target for 1d4 rounds. 
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.
Flashback ✨ Magic Action 2 Soul;
1 Cast Speed
1 target 1 round Easy Arcana The target is dazed (for the round) as their mind scrambles to reconcile two moments simultaneously with the past demanding their full attention and the present refusing to wait. There is a 1 in 20 chance (rolling a natural 20 on spell cast)  that the shock of the resurfacing is complete enough to stun the target entirely for one round, Rumination holding them in the past a moment longer than the mind can manage without shutting down briefly.

Behavior & Combat Notes

One of the rarest imp types. Reclusive and paranoid — will attack intruders rather than risk being found. Gang up on one target at a time until dead. Easily spooked (notably by their own shadows). Minor use of temporamancy to disorient enemies before crossbow volleys. Groups of 3–6 normally; up to 15 near their home. Notably scared of their own shadows: a Hard Perceive check that reveals the imp's own shadow to it causes it to lose its next action.

Temporal Imps are some of the rarest of all imp types, with there being a very small population that is known of. They are a quite group that likes to be left alone and for the most part they mimic other imps behavior. They are not likely to attack anyone unless they feel threatened, which with their lower intelligence simply accidentally walking up close by them can make them feel threatened. Temporal Imps seem to want to remain hidden and would rather gang up on and kill any intruders than flee. However they are also very easily spooked, and are notably scared of their own shadows. 

Temporal Imps would rather kill any intruder that to risk having more beings know of their home. They all work closely together, ganging up on one target at a time until it is dead. Temporal Imps make minor use of temporamancy as well as using small bows which seems to be their favored weapon. You may encounter a minimum of three to six temporal imps, but if you make it to close to their home you could encounter even more.

Encounter Size: 3-6; up to 15 near their home  |  XP Reward: 1d12 per imp  |  Challenge Level: Easy -2

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 equipped gear 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