1. Basic Info
Type: Moderate Size Xenic Creature, Imp
Moral Points: -10
Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.
Appearance: The bog imp is small, winged, and vaguely a humanoid creature. Their long tails are three to five feet long and are tipped by a sharp barb. They often keep their tails wound about their waist. Their skin is slightly blue tinted, but otherwise appears like normal flesh.
Runic Element: Water
Runic Element Information:
- Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.
- Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
- Supportive Effects: 20% chance for poison immunity.
2. Vital Stats
3. Armor Stats
|Block||34 Spear||0 Armor|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
|Weight Limits||Carry: 45
Lift 1H: 7.5
Lift 2H: 15
|Move Rates||World: 1
|Area Ranges||Throw: 1
Jump Up: 1
Jump Across: 3
|Battle Ranges||Throw: 2
Jump Up: 2
Jump Across: 6
|Evade||11||Small Target Bonus: +5|
|Magic Stats||Magic Power: 0
6. Equipped Weapons
|Location||Item||Attack||Block||DP||Range||Weight||Rune Stone or Enhantments|
|Right Hand||Steel Trident||8 + 2d6||34||65||3||10||20% damage to HP|
7. Equipped Armor
|Torso||Steel Chain Mail||0||18||0||20||Sneak Penalty of 20|
|Legs||Steel Chausses||0||18||0||18||Sneak Penalty of 20|
|TOTAL ARMOR VALUES||0||36||0||38||Sneak Penalty of 40|
8. Other Items
|Back||Small Back Pack||gives storage space of 30||0|
Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Claw Slash||Slashes at target with claws doing 2d10 plus melee power damage||5 EP;
|1 hex affecting 1 target||instant||1 skill point =
2 skill mastery %
|Vertigo Blast||Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate.||4 SA;
1 support and 1 magic
|5 hex affecting 1 target||dizzyness for 1d3 rounds||2 skill points =
1 skill mastery %
|Trained Strike||With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.||5 EP;
|weapon's range||instant||1 skill point =
2 skill mastery %
|2-Hit Combo||This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.||20 EP;
|weapon's range affecting 1 to 2 targets||instant||1 skill point =
1 skill mastery %
|Fly||This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.|
Unlike red imps, the Bog Imp prefers a solitary life. It survives by fishing and takes to the sky to avoid aquatic predators and to the water to avoid aerial and land predators. Bog Imps flee rather than fight, but often find themselves employed as spies for more powerful creatures. They are known for wry senses of humor and have, on occasion, been caught replacing an
adventurer’s gear with the remains of their latest meal. They are typically in large groups of five or more, and will only attack if cornered, and only enough to ensure their safe escape.
The bog imp has four natural attacks; a weak bite, a weak claw, a weak tail jab, and a magical attack. The magical attack deals little damage but makes the target dizzy. The attack is invisible and often used to cover an escape by the mischievous imp. Bog imps will wear weapons and armor, but may or may not use weapons efficiently. Bog imps can be encountered in groups of 5 to 20, and will try to flee any chance they get.
2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.