Imp (Mystara), Bog [926]

Climat/Terrain Any swamp
Organisation Tribe
Fréquence Très rare
Diète Carnivore
Cycle d'activité Night
Intelligence 2-4 - Semi intelligence
Trésor O (A)
Alignement Chaotic Mauvais
Nombres 2-12
Classe d'armure 7 (10)
Mouvement Au sol : 9''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 1-1
Thac0 20
Nbre d'attaques 2 or 1
Dommage / attaques 1-3 (claw)/1-3 (claw) or 1-2 (darts)
Attaques spéciales Poison, surprise, snares
Défenses spéciales Camouflage
Résistance à la magie Nil
Taille T - tiny ( 2' tall or less)
(2’ tall)
Morale 11-12 - Stable
Valeur en XP 12 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.
Bog imps, cousins of the wood imps, live only in the deepest swamps and fens and have adapted well to their wet surroundings.
These wizened creatures have dark, gnarled skin, wide mouths, and slightly protruding eyes. Their grasslike hair grows from the top of their matted, greasy heads clear down the backs of their legs. A bog imp has long, dexterous fingers and can sound a cry akin to that of a puppy.
Combat : As with their woodland cousins, bog imps avoid direct combat. They hide very effectively in their natural environment, curling into small “grass-covered hummocks”. They become effectively invisible to the eye (although not to infravision), but remain vulnerable to trackers that can scent them. Their camouflage causes opponents to suffer a -4 penalty to surprise rolls.
When forced to attack head-on, the creatures tear at their enemies with their sharp claws (1d3 points of damage each), aiming for very vulnerable areas such as the nose and eyes.
Normally, however, bog imps attack by luring their victims to the edge of a standing pool or fen, beside which they have laid snares. The creatures are adept with these snares; an opponent can avoid them with a successful saving throw vs. paralyzation, modified by a -2 penalty due to the imps’ skill. The creatures attempt to pull ensnared victims underwater in hopes of drowning them; those caught in one of these snares must make a successful saving throw vs. paralyzation or lose their footing and fall into the water, where more imps wait with weighted ropes and nets to hold them under. Once underwater, victims can drown, as explained in the swimming rules in the Player’s Handbook. A successful bend bars roll allows a character in the water to break away from the creatures unaided.
Bog imps also enjoy firing darts from reed blowpipes at intruders. These darts cause 1d2 points of damage and are coated with a poison that causes weakness (as the spell of the same name). Victims who fail a saving throw vs. poison lose 1 point of Strength for 1d6+1 turns. Effects of the poison are cumulative.
Habitat / Société : Bog imps make their homes in caves or underhollowed logs in fetid swamps and fens. Their lairs always lie near the stagnant pools of water they use with their snares. They seem less organized than wood imps and have no leaders per se. Instead, the creatures solve internal quarrels by fighting (usually attempting to drown one another) until either they reach a resolution of some sort or a more interesting activity comes along. Bog imps hate other humanoids and love to catch and kill them in their snares.
Ecologie : The waters surrounding the lairs of a bog imp tribe often contain a great deal of treasure, the belongings of the imps’ past victims.