Imp Swarms
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Swarms of Small little ankle biting wretches Capable of some impressive feats when riled.
Contents |
[edit] Imp Swarm
Small, Muddy colored, and Annoying as hell. Groups of these little Pests succeed where individuals fail. Usually found in swarms of 15 or so The imp swarm is nearly as dangerous to it's self as it is to adventurers.
| Imp Swarm Level 4 Distraction
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| Small Chaotic Outsider Devil (Imp, Swarm, Nuisance) XP 90 for a group of three, 500 for ~15
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| Initiative +7Senses Dark vision 3 | Senses low light vision 5 | |
| HP 45 Each Imp in the group has 15 HP Damage can only be done to one Imp in the group of three at a time. Special note: Each Imp in the group has 15 HP. Damage can only be done to one Imp in the group of three at a time. When there is only one imp left he can no longer sustain an illusion. Solo Imps will try to join other groups. If this happens there is a 1 in 6 chance they will abandon what they were doing to destroy the newcomer.; Bloodied 22 | ||
| AC 18; Fortitude 10, Reflex 26, Will 6 | ||
| immune= Disease resist= Poison/Acid 2 vulnerable= Radiant 3 Special Note: 'Dismiss outsider' is treated as a burst 2 close when used against these and will cause any remaining to go invisible. | ||
| Speed 4 walking/ 10 Flying | ||
| Spell like Ability Invisibility | ||
| Effect: Group becomes invisible | ||
| Spell like Ability Monstrous Illusion | ||
| Effect: three or more groups of three working together can maintain the illusion of a creature up to large size as a minor. Illusion can cause 2D6 of -Type- Damage (1D20+10 Vs AC). Illusion is broken if there is fewer than 9 imps within 10 feet of it. | ||
| Spell Like Ability Scatter | ||
| Effect: All groups disengage and become invisible. They will stalk the party hoping for them to encounter another creature so they can renew their attack. They break off pursuit after two hours. | ||
| Skills Acrobatics +6, Arcana +10, History +10, Intimidate +10, Religion +10, Stealth +10, Thievery +12 | ||
| Feats Defensive Mobility, Dodge, Improved Dodge, Tumble | ||
| Spellbook for 20,000 Gold they will teach 'Monstrous Illusion' (Can be bartered down to 15,000) for 20gp they will Identify Magical or Religious Items. Roll 1D20 if 5 or below they initiate combat to try and steal the Item. | ||
| Str 6 (-2) | Dex 22 (+6) | Wis 6 (-2) |
| Con 6 (-2) | Int 30 (+10) | Cha 10 (0) |
| Alignment Chaotic Evil | Languages Impish, Any but Celestial | |
| Equipment Tiny Daggers +2 | ||
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[edit] Imp Swarm Tactics
Harrier, Gorilla, Hit and run, They only stand and fight if they have flanking.
[edit] Imp Swarm Lore
A character knows the following information with a successful Dungeoneering/Religion check.
DC 14 or Less: They're... Large Gnats I think...
DC 15: These Small pests are known Chaotic Outsiders. They love Pranks and in small numbers are considered pests at worst and harmless at best
DC 20: In Large numbers (10 or more) they are considered Somewhat Dangerous but not overly so. If approached with Caution they have been known to barter spare bits of whatever they've found. They love shiny Items and are willing to trade rather expensive but dull looking Items for relatively inexpensive but flashy Items.
DC 25+: Always, ALWAYS use Divide and Conquer tactics when fighting these. The more there are in one place, the more dangerous they are. If they scatter and seem to vanish they're probably still about somewhere waiting for another opportunity.
[edit] Encounter Groups
When Interacting with other creatures they are generally mean spirited pranksters unless they are stalking a foe in which case they are the best possible allies. They will only serve demons and Devils, it's rare for them to have a stable alliance with anything else.
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