By Mailanka
These tiny, black, winged monstrosities with over-sized ears, lashing tails and sharp-toothed grins, spill free of hell whenever they get the chance to wreak havoc on the local area by stealing chickens, pulling on hair and generally making a mess of things. While wildly inept, they can be dangerous if there's enough of them, or they have the right training.
This represents the generic imp. They can certainly be improved upon by adding a template. Imps tend to be Stalkers, Tricksters or very minor casters. They tend to resemble their larger cousins, only less viciously cruel and more curious, impulsive and mischief-prone.
ST: 7 | HP: 5 | Speed: 6.00 |
DX: 12 | Will: 10 | Move: 6 |
IQ: 10 | Per: 10 | |
HT: 12 | FP: 12 | SM: -4 |
Dodge: 9 | Parry: NA | DR: 0 |
Claws (14): 1d-3 cutting. Reach C.
Sharp Teeth (13): 1d-4 cutting. Reach C.
Traits: Appearance (Monstrous); Bloodlust (12); Bully (12); Callous; Cannot Harm Innocents (Prevents direct harm of the truly good and holy folks only); Curious (12); Flight (Small Winged; Air Move 12); Fragile (Unnatural); Immune to Metabolic Hazards; Immunity to Mind-Affecting Magic; Impulsive (12); Magery 0; Night Vision 5; Selfish (12); Striking ST +1 (ST 8); Trickster (12).
Skills: Brawling-14; Escape-11; Fast Talk-10; Stealth-13.
Class: Demon.
Combat Effectiveness Rating 13 (OR 12 and PR 1).
Notes: Can be summoned in large batches (10 to 20 at a time) for 20 energy points, if, uh, they're what the caster wants. With a template, 20 energy points will summon about 4 imps. Willing to negotiate while its buddies get into your stuff and steal half of it! Truly evil. And mischevious.