1. Basic Info
Type: Moderate Size Xenic Creature, Imp
Moral Points: -15
Habitat: Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to.
Appearance: A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail.
Runic Element: Death
Runic Element Information:
- Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
- Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
- Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.
2. Vital Stats
|EP||30||30||+10 (runic element)|
3. Armor Stats
|Block||0 Weapon||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 Small Scythe + bearded||7 + 2d6||0||50||1||9|
7. Equipped Armor
|Helmet||Silver Chain Coif||0||4||2||1.5|
|Torso||Silver Chain Mail||0||18||8||20||Sneak Penalty of 20|
|Legs||Silver Chausses||0||18||8||18||Sneak Penalty of 20|
|TOTAL ARMOR VALUES||0||40||18||39.5||Sneak Penalty of 40|
8. Other Items
|Back||Small Back Pack||gives storage space of 30||0|
|Waist||Sheath Belt||5 storage given||0|
|Sheath Belt||Scythe Sheath||store small scythe||1||0.26|
Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Crushing Grip||Leaps up and grabs onto the target's neck, holding on and doing 4 x melee power damage per round.||5 EP;
1 attack and 1 support
|1 hex affecting 1 target||1d4 rounds||2 skill points =
1 skill mastery %
|Poison Blast||Produces an invisible magical attack which poisons the target for 1d8 HP damage per round until cured.||4 SA;
1 support and 1 magic
|5 hex affecting 1 target||instant||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.|
Death Imps are vicious little runts that prefer to attack those who are asleep or incapacitated. They make good use of poisons and are often employed by those with enough coin as assassins.
The death imp flees rather than directly confront and will beg for it’s life if cornered. It is immune to all forms of poison, and will seek out sprites to snack on where possible. It uses it’s poison immunity to coat it’s claws and teeth with thick, poisonous goo, and typically scratches it’s targets from hiding or while they are asleep. It uses it’s skin coloring to hide effectively in the shadows. If hired to kill a wealthy target, it may instead confront the target with an offer not to kill it for an equivalent sum of money offered for the assassination. Death imps can be found alone, but usually in groups of 4 to 10.
3d% worth of Duram: You may loot the body for 3d% 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 3d%. 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.