Type: Moderate Size Xenic Creature, Imp
Moral Points: -10
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.
|Block||0 Weapon||0 Armor|
|Stat Name||Stat||Race Max||Modifiers|
|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
|Initiative||1||- 2 (armor)|
|Evade||11||Small Target Bonus: +5|
|Magic Stats||Magic Power: 0
|Location||Item||Attack||Block||DP||Range||Weight||Rune Stone or Enhantments|
|Right Hand||Steel War Hammer||12 + 2d6||0||70||2||7.5|
|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|
|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 hex affecting 1 target||instant||1 skill point =
2 skill mastery %
|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 target||1d3 rounds||1 skill point =
2 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.|
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.
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.
There are no pages beneath this page