The Dragonlance Nexus

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Blood Sea Imps

D&D 3e (3.0/3.5) Rules

by James O'Rance


Tiny Fey
Hit Dice: 5d6 (17 hp)
Initiative: +4 (Dex)
Speed: 30 ft., fly 70 ft. (perfect), swim 20 ft.
AC: 16 (+2 size, +4 Dex)
Attacks: Claw +6 melee
Damage: Claw 1d4-3 plus 1d6 cold
Face/Reach: 2½ ft by 2½ ft./ 0 ft.
Special Attacks: Chilling touch
Special Qualities: Damage reduction 5/+1, gaseous form, immunities, low-light vision
Saves: Fort +1, Ref +10, Will +4
Abilities: Str 4, Dex 19, Con 11, Int 12, Wis 11, Cha 11
Skills: Climb +9, Listen +5, Spot +5, Swim +11
Feats: Combat Reflexes, Lightning Reflexes, Weapon Finesse (claw)
Climate/Terrain: Warm aquatic
Organisation: School (20-40)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement:

Blood Sea imps, also known as vapour imps, are hateful, vicious creatures that delight in tormenting all those who dare to sail in their waters. They make their lairs at the bottom of the Blood Sea of Istar; legend has it that vapour imps were born when the evil of lost Istar corrupted spirits in the waters that drowned it, during the Cataclysm.

Blood Sea imps appear as bright red humanoids two feet in height with a protruding belly, clawed feet and hands, and a pointed tail. They have long ears, curved horns, and a disproportionately large nose that hangs over a grinning mouth filled with tiny teeth. A Blood Sea imp's eyes are also bright red, and red mist continually exudes from the pores of its body.

Blood Sea imps constantly cackle, scream, and groan, and communicate with each other using telepathy; they refuse to communicate with their victims.

Combat

Blood Sea imps rise from the ocean floor to ambush passing ships during severe storms. They swarm in the waters around the ship, and assume gaseous form to enter before taking physical form to attack.

The imps always first attempt to disable the ship, and then murder the crew. If any crew members attempt to interfere with the rampaging imps, the imps will gang up on the humans and make grapple checks, attempting to drag their opponent overboard.

Chilling Touch (Su): The claw of a Blood Sea imp inflicts an additional 1d6 points of cold damage with a successful attack.

Gaseous Form (Su): A Blood Sea imp can assume gaseous form (as the spell) at will. When in gaseous form, the imp can make a touch attack for 1 point of cold damage.

Immunities (Ex): Blood Sea imps are immune to cold, paralysis, and poison, and are unaffected by mind-influencing spells. If struck by a lightning bolt, there is a 10% chance that the imp will split into two identical imps (both in gaseous form); otherwise, it suffers normal damage.

Skills: Blood Sea imps use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Swim checks.

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