Flame Imp (3.5e Creature)

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Flame Imp[edit]

Small Elemental (Extraplanar, Fire)

Flame Imp[edit]

Size/Type: Small Elemental
Hit Dice: 8d8+8 (44 hp hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 18, flat-footed 19
Base Attack/Grapple: +6/+3
Attack: Claw +12 melee (1d3+1 plus 1d4 fire)
Full Attack: 2 claws +12 melee (1d3+1 plus 1d4 fire) and bite +10 melee (1d4 plus 1d4 fire)
Space/Reach: 5ft/5ft
Special Attacks: Fiery attacks, fire nova
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, spell resistance 16, swarmfighting, vulnerability to cold
Saves: Fort +4, Ref +11, Will +3
Abilities: Str 13, Dex 20, Con 13, Int 9, Wis 13, Cha 14
Skills: Hide +14, Move Silently +15
Feats: Improved Initiative, Multiattack, Weapon Finesse
Environment: The Molten Core
Organization: Group (2-4), pack (4-12), or swarm (6-24)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement:
Level Adjustment: Speaks Ignan


This small, stunted creature has blazing red skin, long, pointed ears and a large nose. Its hands are overly large and tipped with sharp claws. Its lower jaw juts forward, revealing rows of sharp teeth. Raging, chaotic fire dances within its small eyes.

Flame imps are the rodents of the Molten Core; uncontrolled, unliked, and barely tolerated. They gather together in large packs, fighting, breeding, and causing as much destruction as possible. It is believed that when the Emperor Thaurissan summoned Ragnaros into Azeroth, the original flame imps were ‘accidentally’ brought through as well. Now they infest the lower regions of Blackrock Mountain and the ash-covered plains of the Burning Steppes. Dark iron dwarves actively hunt down flame imps that find their way into the Blackrock Depths, seeing them less as Ragnaros’s minions and more as filthy rodents.

The life of a flame imp is usually short – a flash in the pan. Core hounds eat entire packs that get in their way and the other denizens of the Molten Core, at best, are ambivalent to their presence. The salamander lord, Lucifron, has managed to gather together several packs of flame imps to serve as guardians. Unfortunately, the chaotic nature of the flame imps makes their strict duty all but impossible.

Flame imps reproduce by setting fires. A fire that a flame imp sets that is allowed to burn continuously for at least an hour grows into an immature flame imp. Flame imp young resemble small, dancing flames. As they reach maturity, the flames gradually morph into the features common to flame imp adults. Flame imps reach maturity in about two days, although no one really knows how long flame imp can live, seeing as they usually get killed or eaten by some larger, more dangerous creature. A slain flame imp’s body quickly dissolves into ash within 2 rounds of the creature’s death.

Combat[edit]

Flame imps swarm about their opponents, biting and clawing, hoping that numbers are enough to take them down. They often set up simple ambushes, hiding about the nooks and crannies of the Core, leaping out upon anything that looks even weaker than themselves.

A flame imp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiery Attacks (Su): A flame imp’s claw and bite attacks deal an extra 1d4 points of fire damage.

Fire Nova (Su): A flame imp can release a nova of flame from its body once every 3 rounds. The fire nova deals 1d6 points of fire damage per 4 Hit Dice that the flame imp possesses (max 4d6 at 16 HD). The fire nova has a radius of 15 ft. and a DC 16 Reflex save halves the damage. The save DC is Constitution-based.

Pack Mentality (Ex): When gathered together into large packs, flame imps can become truly frightening opponents. A flame imp gains a +1 morale bonus to attack rolls and Will saves for every other three flame imps that are within 20 feet and are in combat (max +8).

Swarmfighting (Ex): Up to three flame imps can occupy the same 5-foot square without taking any penalties. A flame imp gains a +1 dodge bonus to its Armor Class for every other flame imp that occupies the same 5-foot square as it (max +3).

Vulnerability to Cold (Ex): A flame imp takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A flame imp has a +4 racial bonus on Move Silently checks.


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