Imp: Difference between revisions
(Created page with "''Source: Harker's Guide to Vampire Hunting'' __NOAUTOLINKS__ Various demons, devils, and other fiendish entities have often plagued Ancerra from the plane of Inferno and its four sub-planes: Cholereth, Melaneth, Phlegmereth, and Sanguineth. Since Dracula’s rise, the plane of Hell has also birthed innumerable fiends. Shadowcroft’s arrival in Ancerra’s planar orbit has introduced even more fiendish creatures to Ancerra. == Imp == The lowest of hell’s hierarchy,...") |
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Revision as of 15:38, 17 February 2025
Source: Harker's Guide to Vampire Hunting
Various demons, devils, and other fiendish entities have often plagued Ancerra from the plane of Inferno and its four sub-planes: Cholereth, Melaneth, Phlegmereth, and Sanguineth. Since Dracula’s rise, the plane of Hell has also birthed innumerable fiends. Shadowcroft’s arrival in Ancerra’s planar orbit has introduced even more fiendish creatures to Ancerra.
Imp
The lowest of hell’s hierarchy, an Imp is a lesser devil with a goatlike face and a hunched, emaciated humanoid body with a barbed tail. Disproportionately small bat wings magically allow the creature to fly. Imps range in color from black to red to purple, and they all have foul temperaments.
| Imp | |||||
|---|---|---|---|---|---|
| Monster Level: 1 | |||||
| Tiny. Fiend (Occult) | |||||
| STR | DEX | END | AWR | INT | CHA |
| 2 | 1 | 1 | 1 | -1 | -2 |
| Ref: 11 | Fort: 11 | Ant: 11 | Log: 9 | Will: 8 | |
| Armor Rating 11 | Resist Occult 1, Arcane 2, Divine 2 Immune Fire | ||||
| Hit Points 15 | Vulnerable Silvered Weapons 2 | ||||
| Speed 30 ft, Fly 20 ft | Senses Darkvision 60 ft | ||||
| Skills (STR) Menacing +2; (DEX) Sneaking +4 | |||||
| Features | |||||
| Limited Invisibility (1/Recoup). The Imp may magically become Unseen. This lasts for 30 minutes or until it makes an attack.
Diseased Claws. When the Imp kills a creature with its claws, there is a 10% chance that the creature’s corpse becomes diseased with Boil Plague. | |||||
| Actions | |||||
On each of the Imp’s turns, it may take one of the following sets of actions.
| |||||
| Tier 1 Actions | |||||
| Move. The Imp can move up to its speed.
Claws. Reach 5 ft Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp. Deadeye Glare. Ranged 20 ft Natural Weapon. +1 vs WILL. Hit: The creature is Demoralized until the start of the Imp’s next turn. | |||||