Movement: 60' (20')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (weapon)
Damage: 1d6 or weapon
Save: F1
Morale: 8
Hoard Class: III (XX)
The Blood Imp is an offshoot of Goblin (LL rulebook, page 77) though it stands slightly taller than its Goblin cousins (slightly less than 4 feet tall) and has a crimson tone to its flesh. Blood Imps live underground in a loose tribal fashion, though some above-ground camps have been encountered. Blood Imps do not suffer any penalties in sunlight, though their infravision is not as effective, ranging around 30' in the darkness.
The Blood Imp always appears to be caked in dried blood and grue. This is because the creature can actually heal itself using the blood of a victim. If injured, the Blood Imp can rub the spilled blood of an enemy upon its skin which will heal the Imp for 1d4 hp of damage. It takes one round for the Imp to apply the "blood salve" to its wounds; healing is instantaneous. The blood used can be from any fallen foe. In fact, Blood Imps have been known to slaughter weaker members of their tribe solely to use their blood to heal the stronger members during active combat.
NOTE: I misspelled "hemoglobin" earlier today, and that misspelling inspired this vicious creature!
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