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Imp (Volatile Blooded Couriers)

GM-Only Stat Block
This creature is a form of the Blooded.
Its true origin should not be revealed directly to players.

Common names include Imp, Winged Menace, or Red Skitter.
Imperial records classify them as Volatile Blooded Couriers.


Threat Summary

Role: Disruptor, courier, skirmisher
Threat Layer: Ambient → Intentional → Persistent
Encounter Style: Harassment, disruption, attrition
Preferred Resolution: Driving them off, containment, denial of airspace

Imps are not meant to stand and fight.
They are meant to make everything worse.


Attributes

Attributes represent the Imp's true form.

Attribute Value
Vigor 2
Finesse 5
Will 1
Cunning 3
Presence 0
Influence 1
Sorcery

Imps are extremely fast and precise, mentally erratic, and physically fragile.


Skills

Only skills relevant to Imp behavior are listed.

  • Stealth (Finesse): Journeyman (+6)
  • Athletics (Finesse): Journeyman (+6)
  • Skullduggery (Cunning): Apprentice (+4)
  • Survival (Cunning): Novice (+2)
  • Resolve (Will): Novice (+2)

Unlisted skills: +0


Defenses

Static Defense (Default)

Imps rely on speed and confusion, not toughness.

  • Evasion: 12 + Finesse 5 + Evasion 6 = 23
  • Endurance: 12 + Vigor 2 + Endurance 2 = 16
  • Resolve: 12 + Will 1 + Resolve 2 = 15

Use rolls only if: - an Imp is grounded or restrained, - Static Shear is suppressed, - or the Imp is starved and unstable.


Health

Uses standard wound rules.

  • Level 0 buffers: normal
  • No bonus wounds

Imps disengage immediately when wounded unless cornered.


Blood States (GM Dial)

Starved

  • Erratic flight
  • Static Shear triggers uncontrollably
  • -2 to controlled actions
  • Higher risk of self-harm or collision

Fed (Default)

  • Maximum agility and control
  • Static Shear applies selectively
  • Ideal courier and skirmisher state

Overfed

  • Static Shear radius increases
  • Shorter attention span
  • Reduced lifespan
  • Dragons accept extreme attrition at this stage

Actions & Abilities

Flight (Passive)

Imps can fly naturally.

  • Instant acceleration
  • Can turn or reverse direction without penalty
  • Can pass through tight or cluttered spaces

Grounded Imps lose their primary defense advantage.


Static Shear (Passive / Reactive)

When an Imp: - flies aggressively near targets, - attacks, - or performs a disruptive maneuver,

the area around it destabilizes.

Effects (choose one per trigger): - Cancel a bonus die on a nearby action - Impose a minor disadvantage due to timing or misjudgment - Force a dropped item or misstep - Disrupt spellcasting or delicate device use (no damage)

Static Shear is not lightning.
It is coordination failure.


Harassing Strike (1 Action)

A fast, glancing attack meant to provoke, not kill.

  • Uses Athletics or Skullduggery
  • On success, deal minimal damage or apply an additional disruption
  • Imps rarely remain engaged after this attack

Break Contact (1 Action)

The Imp disengages violently.

  • Immediately exits engagement
  • May reposition vertically or through obstacles
  • Often triggers Static Shear as it leaves

Courier Burst (Special)

When carrying a message or object:

  • Gains a bonus die on movement and evasion
  • Will abandon combat entirely to complete delivery
  • If intercepted, may destroy the message rather than surrender it

Morale

Imps do not hold ground.

They disengage when: - wounded, - targeted effectively, - grounded, - or when disruption goals are met.

They do not panic.
They scatter.


Encounter Guidance

Use Imps to: - disrupt spellcasters or coordinated PCs, - break formation, - force movement and mistakes, - signal larger dragon involvement.

They are best used: - in groups, - alongside terrain hazards, - before or during larger threats.


Core Principle

Imps are not dangerous because they kill.

They are dangerous because nothing works properly while they are present.