Imp
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Much like cockroaches infest all human habitations, imps infest all infernal habitations. From the slightly-balmy upper circles of hell where the merely slightly-not-good dwell, down to the fiery deeps where dwell the truly evil, explorers have reported the presence of imps.
Rather than try and exterminate imps directly, the daemons instead have devised summoning spells to bring imps in as cannon fodder.
Core Details
Physical | 1d10 HP, 1 Hit Dice |
---|---|
Mental | 20 MP, 1 Magic Dice |
Base Slots | 2 Skills, 3 Spells |
Base AC | 2 |
Experience Level | 4 |
Spells | Magic Missile, Fireball, Teleport |
Natural Intrinsics | Fire Resistance, See Invisible |
Granted When Eaten | Fire Resistance, See Invisible |
Corpse: | 50% (Or none, if summoned) |
Creature Size | Medium |
Movement Type | Walking |
Noise Level | 1 |
Intelligence | Human |
Strength | Weak |
Monster Type | Daemon |
AI Type | Evil Humanoid |
Slot Set | Humanoid |
Inventory | None |
Evolution Path | None |
Attack Information
Punches for 1d3 damage.
Additional Information
- Imps can use weapons, armor, magic items
- Imps can appear as dungeon monsters, or be summoned by the Summon Imp spell.
Tips and Strategies
Their habit of tossing Fireballs or item attacks from a distance makes them rather troublesome at low levels. It's small consolation that they often kill themselves with their own Magic Missiles.