Mountain Imp

Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Mountain Imps live in mountain caves and crevasses.

Appearance: A mountain imp is short and compact, but built and not thin and wirely like other imps. They are bald and have overly large eyes with over-sized pupils and large, bat shaped ears. Their teeth are all flat and they have pig-like noses and round chins. Their skin color is often an ashy color or light gray,and they have no tails.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

Armor Stats

Stat Name Current Full Modifiers
 PR 66 66  
 MR 11 11  
 Block 0 Weapon 0 Armor  

 

Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 29  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 - 2 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel War Hammer 12 + 2d6 0 70 2 7.5  

 

Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Diamond Great Helm 0 6 1 1.5  
Torso Diamond Scale Mail 0 30 5 16.5 -1 to Initiative
Legs Diamond Scale Greaves 0 30 5 15 -1 to Initiative
TOTAL ARMOR VALUES 0 66 11 33 -2 to Initiative

Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt War Hammer Holster store war hammer 1 0.26

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 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Dust Devil Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d3 points of magical damage each round and blur the target’s vision causing the target to have to make perception checks to hit their targets and unable to use the Aim skill. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. 10 SA;
1 magic
1 target 1d3 rounds 1 skill point =
2 skill mastery %
30
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;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
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;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
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.

Combat Notes

Mountain Imps are secretive and reclusive. Mountain Imps prefer to be left alone and live a lifetime of hiding in mountain caves and crevasses. They also form small, tight nit families, of no less than six and no more than twenty. Mountain Imps are unlikely to provoke a fight, but will defend oneself and fight back. Mountain Imps may feel the need to defend their cave and
will attack if encountered near their dwelling. Otherwise, the mountain imp will try to sneak away.


Mountain Imps will stand their ground in combat. They all work as a team, each helping to attack a single target until that target is dead. If a mountain imp cannot reach the target the other imps are fighting, it will fight the nearest target, but it will move closer to the community target on it’s next available move. You will encounter no less than six and no more than twenty mountain imps at a time.

 

Spoils

4d% worth of Duram: You may loot the body for 4d% 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 4d%. 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.

 


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