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Bog Imp

by Jamie Baty

MMC 65
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares)
Armour Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Claw +5 melee (1d3 -3)
Full Attack: 2 Claw +5 melee (1d3 -3) or dart +5 ranged (1d2 -3 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, watery snares
Special Qualities: Low-light vision
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 5, Dex 17, Con 13, Int 10, Wis 12, Cha 8
Skills: Craft (trap making) +6, Hide +15*, Listen +3, Search +2, Spot +5, Survival +3, Swim +1, Use Rope +7
Feats: Weapon Finesse
Environment: Any marshes
Organisation: Solitary, Pair, Gang (2-5), Band (5-20), or Tribe (40-60)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: +1

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 grass like 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 similar to that of a puppy.
Bog imps make their homes in caves or under hollowed logs in fetid swamps and fens. Their lairs always lie near the stagnant pools of water they use with their snares. They seem less organised 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.

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 to spot with the eye (although not with darkvision), but remain vulnerable to trackers that can scent them.
When forced to attack head-on, the creatures tear at their enemies with their sharp claws 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 and attempt to pull ensnared victims underwater in the hopes of drowning them; they will attempt to trip those caught in these snares, causing them to fall into the water, where more imps wait with weighted ropes and nets to hold them under. Once underwater, victims can drown.

Poison (Ex): Bog imps coat their darts with a special poison. Creatures hit by a dart must make a Fortitude save vs DC 10 or suffer 1d2 Strength damage (both primary and secondary).

Watery Snares (Ex): Bog Imps are very proficient with snare traps and will have numerous snare traps set in order to capture trespassers. Snare traps set by a bog imp receive the following bonuses: +2 to Search check DC, +2 to the Reflex save DC to avoid the trap, and +2 to the Strength check or Escape Artist check DC to break free. In addition, the bog imp may attempt to trip any opponent entangled by snare as if it had the Improved Trip feat and receives a +4 racial bonus to that trip attempt.
A typical bog imp snare requires a DC 22 search check to spot. If triggered, a DC 22 Reflex save is required or the target is entangled by the snare, requiring a DC 22 Strength check or Escape Artist check to break free.
Bog imps with time and proper motivation have been known to create much more dangerous snares.

Skills: Bog imps receive a +4 racial bonus to all Craft (trap making) skill checks. *Bog imps receive a +8 racial bonus to all Hide checks made while the bog imp is in swamps, fens or marshes.

Bog Imps as Characters
A bog imp's favoured class is rogue. Bog imp shamans may choose two of the following domains: Chaos, Evil, Nature, Trickery or Water.