Imp (Mystara), Wood [925]

Climat/Terrain Temperate forest
Organisation Tribe
Fréquence Très rare
Diète Carnivore
Cycle d'activité N
Intelligence 2-4 - Semi intelligence
Trésor S (C, N)
Alignement Chaotic Mauvais
Nombres 1-8
Classe d'armure 6 (10)
Mouvement Au sol : 9''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 1-6 hp
Thac0 20
Nbre d'attaques 1 or 2
Dommage / attaques 1-3 (bite) or 1-4 (arrow)/1-4 (arrow)
Attaques spéciales Poison, surprise, snares
Défenses spéciales Nil
Résistance à la magie Nil
Taille T - tiny ( 2' tall or less)
(1½-2’ tall)
Morale 11-12 - Stable
Valeur en XP 65 xp
Leader: 120 xp
Chief: 175 xp
Shaman: 270 xp

Commentaires : Imps are nasty, diminutive creatures that roam the world causing mischief to all they meet. Three forms of imp inhabit the wilds of Mystara: the wood, bog, and garden imp.
Wood imps are small, evil humanoids that live in dark forests. These green-skinned creatures stand 1 to 2’ tall and always seem to have numerous twigs and leaves tangled in their wild, wood-brown hair. Their little faces are quite round, each bearing a gaping slit of a mouth filled with needle-teeth. Wood imps normally dress themselves in stolen scarves and strips of bark.
Combat : Wood imps hate to enter battle head-on, instead relying most often on guile and trickery. Because of this imp’s protective coloration, opponents suffer a -2 penalty to their surprise rolls.
The creature’s bite causes 1d3 points of damage and often leaves a lingering – although nondamaging – rash. The creatures rarely use this attack, however. Instead, they lay ambushes near traps they have set – usually they favor concealed pits and snares. Victims who fail a saving throw vs. paralyzation (with a -2 penalty) find themselves caught in a trap; the imps then either capture them or slay them with poisoned arrows (see below).
As well as laying ambushes, wood imps also actively hunt those foolish enough to enter their territory, driving the intruders straight into their traps. When hunting, wood imps ride large spiders. Their specia1 saddles allow them to stay mounted even while the spiders cling to the undersides of tree branches.
Wood imps most often attack with short bows, which they can fire even when upside-down. The arrows inflict 1d4 points of damage; an imp can fire two shots per round. It might choose to spend a round coating an arrowhead in spider venom it retrieves from its mount. Characters the arrows hit must make a saving throw vs. poison with a +2 bonus; those who fail become sluggish for 2d4+2 rounds. Sluggish creatures roll for initiative with a penalty of +3 and move at half speed until the effect wears off. The nonfatal poison has no cumulative effect. If the arrows are not fired the round after they are coated in venom, the poison evaporates and must be reapplied.
If forced to enter melee, wood imps drop out of the trees still astride their spiders and attack opponents with their small two-handed swords (damage ld6), while the spiders attack with their bites.
Habitat / Société : These tribal, petty creatures get along well only with their large spiders – occasionally with each other, too. For every 10 wood imps, there lives one leader with 1-1 HD. However, these leaders rarely wield much control over their people, often resorting to violence or bribery to get a group to act in concert. An entire tribe follows a chief with 1 HD. If these chiefs are slain, wood imp morale drops to 7. Fifty percent of tribes also have 1d4 shamans (priests of 1st to 4th level).
Ecologie : Wood imps keep their prisoners and fresh food in lairs among old and rotted trees. The captives usually consist of 2d6 creatures varying from small humanoids (like kobolds) and humans to forest creatures.