Imps

Fire Imp

Many old tomes mention imps of all elements, but the only imp seen since the Return is the fire imp. They are small, agile, and clever. They are 3 feet tall and weigh about 30 lbs. Bat-like wings allow them to fly, and wicked claws are their primary form of attack.

They have a weakness to cold, but they can issue forth fire from their fanged mouths. They are often found in the service of more powerful Navirite creatures or dark mages.

Fire Imp

CharacteristicsCV3
StatScore%Speed30’, Fly 50’
STR1050HP20
CON1050Dmg ModNone
SIZ840AV4
INT1155ClassMonster
ACU1050TypeNavirite
DEX1365Horror1/1d8
SOC1260TreasureAverage
  • Attack: (2) Burning Claws 65% 1d6+3+dm plus 1d4 fire
  • Skills: Dodge 65%, Grapple 50%, Hide 60%, Knowledge 45%, Listen 55%, Spellcraft 60%, Spot 55%, Stealth 65%
  • Special: Flame Burst, Fireborn, Flame Healing
  • Weaknesses: Cold (×2 damage), Cold Iron
  • Habitat: Any, especially volcanic, burned, or fire-scorched environments
  • Encounter: Solitary, Pair, or Cackle (3-8)

Flame Burst

Three times per day, a fire imp exhales a 15’ cone of flame. Creatures within the area suffer 2d6 fire damage.

A successful Difficult Dodge check reduces the damage by half.

Fireborn

Fire imps are immune to fire damage and suffer no harm from extreme environmental heat.

Flame Healing

While in direct contact with a flame at least as large as a torch, a fire imp regenerates 2 HP at the beginning of each round. Extinguishing or removing the imp from the flame immediately ends the regeneration.


Earth Imp

Earth imps are squat, dense Navirites whose rough bodies resemble cracked stone and packed soil. They are patient by imp standards, frequently remaining motionless for hours before suddenly emerging from the earth to attack.

Their affinity with stone makes them the toughest of the common imps.

Earth Imp

CharacteristicsCV3
StatScore%Speed20’, Burrow 10’
STR1260HP22
CON1365Dmg ModNone
SIZ840AV5
INT1050ClassMonster
ACU1050TypeNavirite
DEX945Horror1/1d8
SOC1050TreasureAverage
  • Attack: (2) Stone Claws 60% 1d6+3+dm plus 1d4 earth
  • Skills: Dodge 50%, Grapple 65%, Hide 65%, Listen 60%, Spellcraft 55%, Spot 60%, Stealth 55%, Survival 65%
  • Special: Burrow, Stoneform, Stonehide, Vibration Sense 30’
  • Weaknesses: Wind magic, Sonic
  • Habitat: Caverns, mountains, ruins, rocky wilderness
  • Encounter: Solitary, Pair, or Cackle (3-8)

Vibration Sense

An earth imp senses moving creatures in contact with the same earth or stone within 30’, even when those creatures are hidden or cannot be seen.

Stoneform

When an earth imp remains motionless against natural earth or stone, it becomes nearly indistinguishable from its surroundings and gains +30% Hide.


Water Imp

Water imps are slick-skinned Navirites that inhabit rivers, swamps, coastlines, wells, flooded ruins, and subterranean pools. They are mischievous ambush predators and are considerably more dangerous when fighting near water.

Their small bodies can propel water with enough force to throw a grown warrior from their feet.

Water Imp

CharacteristicsCV3
StatScore%Speed30’, Swim 50’
STRScore%HP18
CON945Dmg ModNone
SIZ1155AV3
INT840ClassMonster
ACU1260TypeNavirite
DEX1155Horror1/1d8
SOC1260TreasureAverage
  • Attack: (2) Claws 60% 1d6+3+dm plus 1d4 cold
  • Skills: Dodge 60%, Grapple 50%, Hide 65%, Listen 60%, Spellcraft 65%, Spot 65%, Stealth 70%, Survival 60%, Swim 85%
  • Special: Amphibious, Rushing Water, Water Jet
  • Weaknesses: Fire, Lightning
  • Habitat: Rivers, swamps, coasts, wells, flooded caverns
  • Encounter: Solitary, Pair, or Cackle (3-8)

Amphibious

A water imp breathes normally in air and water and suffers no penalties for acting underwater.

Water Jet

Three times per day, the imp unleashes a high-pressure 20’ line of water. Creatures struck suffer 2d6 damage. A successful Dodge check avoids the jet. A creature that fails must also succeed at an opposed STR Heroic Action against the imp or be knocked 5’ backward and prone.

Rushing Water

While completely submerged in natural water, the imp’s Swim increases to 70’ and its Dodge increases by +10%.


Wind Imp

Wind imps are swift, erratic Navirites whose bodies seem almost weightless. They spend most of their time airborne, darting between opponents and disappearing into gusts of dust and debris before their enemies can retaliate.

Of the four common varieties, wind imps are the fastest and most difficult to pin down.

Wind Imp

CharacteristicsCV3
StatScore%Speed40’, Fly 80’
STR840HP18
CON1050Dmg Mod-1
SIZ840AV3
INT1260ClassMonster
ACU1260TypeNavirite
DEX1575Horror1/1d8
SOC1155TreasureAverage
  • Attack: (2) Wind Claws 65% 1d6+3+dm plus 1d4 wind
  • Skills: Dodge 75%, Grapple 40%, Hide 65%, Listen 70%, Spellcraft 65%, Spot 70%, Stealth 75%, Thievery 65%
  • Special: Flyby, Gale Burst, Windform
  • Weaknesses: Earth magic, Metal
  • Habitat: Mountains, high places, open wilderness
  • Encounter: Solitary, Pair, or Cackle (3-8)

Flyby

A wind imp may divide its movement before and after making an attack, provided its total movement does not exceed its Fly speed.

Gale Burst

Three times per day, a wind imp releases a violent 15’ cone of compressed air. Creatures within the area suffer 1d8 wind damage and must succeed at an opposed STR Heroic Action against the imp or be knocked 10’ backward and prone.

Windform

Once per day, a wind imp may partially dissolve into the surrounding air for 1 minute. While in Windform, it gains +20% Dodge and +20% Stealth and may move through openings as narrow as 1 inch. It cannot pass through solid objects.

Reagents & Remnants

Elemental Gland – Reagent

A small organ near the imp’s heart contains concentrated elemental energy. Its nature corresponds to the imp’s affinity: Fire, Earth, Water, or Wind.

Elemental glands are commonly used in crafting magical items and effects associated with that element.

Value: 150 gp
Harvesting Difficulty: Difficult