Imp

Imp.pngArmor Class: 7
Hit Dice: ½ (1d4 hp)
Move: 90’ (30’)
Fighting Capability: +0
Saving Throw: 5
Damage: By weapon − 1
Dungeon Encounter: 4d4
Wilderness Encounter: 1d6 × 10
Morale: 6 (8 with chieftain present)
Alignment: Chaotic
XP Value: 5

Imps are the smallest and weakest of goblin-kind. They have skin that ranges from mottled, rock-like gray to dull red, and their eyes are of a dull, cobalt-blue color (with a dead, glassy look to them). They have tiny, mostly useless horns growing on the tops of their heads. (The presence of horns is the surest way to tell an imp apart from a runty goblin.) Imps are cowardly, cunning, mean-spirited little bastards. They enjoy setting traps and ambushes, and they prefer never to fight fair—but if cornered, that’s honestly when they’re at their most dangerous.

Imps prefer the darkness of underground caves and tunnels. They can see in the dark out to 90’ with perfect ease, but they’re −1 to attack rolls in sunlight. The small gray-and-red-skinned imps described here are properly known as tunnel imps. The grimps are their bigger, meaner, forest-dwelling cousins.

Imp

The Shade Isle Campaign jhiggins327 jhiggins327