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Wood Impby Jamie Baty
DMR2 112, PC1 18
Hit Dice: 1d6 (3 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares)
Armour Class: 16 (+2 size, +2 Dex, +2 leather armour), touch 14, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Shortbow +6 ranged (1d3)
Full Attack: Shortbow +6 ranged (1d3) or greatsword +1 melee (1d8 -1)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Envenomed arrows
Special Qualities: Communicate with arachnids, Low-light vision
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 8
Skills: Bluff +3, Hide +14 (+18*), Intimidate +3, Listen +4, Move Silently +6 (+10*), Ride +6, Spot +4
Environment: Any forests
Organisation: Solitary, Gang (2-10 plus 1 2nd level leader ), or Tribe (20-60 plus 2-6 2nd level leaders, 1 3rd level chief, and 1 2nd-4th level shaman)
Challenge Rating: 1/2
Alignment: Usually chaotic evil
Advancement: 2-3 HD (Tiny) or by character class
Level Adjustment: +2
The wood imps area a diminutive, humanoid-like race; they are typically between a foot and a half and two feet tall. Their skin is green, and their long hair, which is green, brown, or black, is usually a tangled mess holding leaves twigs, lice, fleas, and other assorted parasites.
Wood imps survive as hunters, gatherers, and (ideally for them bandits riding the huge hairy arachnids that serve as both mounts and companions.
Wood imps once were fairykind like pixies and leprechauns. However, generations of degeneration have all but totally obscured the heritage of the race. They are incapable of arcane magic, and have learned divine magic, serving the Lords of Entropy (although this is often a way to increase ones power, rather than any true religious belief.)
Wood imps care nothing for nature, and are driven by greed, senseless violence, and general wickedness. They have a tremendous hatred of fairykind, going to great lengths to torment and torture any fairies that cross their path. They also do not get along well with other forest races as they tend to corrupt and destroy the woodlands. They will chop down the trees of dryads and hamadryads, raid the caves of treants, and kill animals for sport; they'll even damage healthy trees and introduce disease and parasites to a forest.
Wood imps are at home in the forest, and will establish lairs nowhere else. They prefer tangled woodlands full of rot, death and decay; if a tribe wishes to settle and no such area is available, they'll do their best to establish one themselves. If this means war with the other forest races, all the better.
Wood imps speak their own language, and Sylvan, as well as communicate with arachnids. They may also know Common and other local languages.
Wood imps are capable foes, experts at ambushes and hit and run tactics. They will often be mounted on huge wood spiders.
Wood imps are proficient with simple and martial weapons, and with light and mediums armours, as well as all shields but tower shields.
Envenomed Arrows (Ex): Wood Imps often coat their arrows with the venom of their wood spider mounts. The venom must be fresh to be effective. The wood imp must spend a full-round action to coat up to 6 arrows. The venom will keep its potency for 6 rounds.
Any creature hit by an envenomed arrow must make a Fort save vs DC 14 or suffer 1d4 Con damage and become sickened for 2d4+2 rounds.
Communicate with Arachnids (Ex): A wood imp can comprehend and communicate with spiders. He is able to ask questions of and receive answers from them, although this quality doesn't make them any more friendly or cooperative than normal.
Skills: *Wood imps have a +4 racial bonus to all Hide and Move Silently skill checks made in forests and areas of heavy undergrowth.
Wood Imps as Characters
A wood imp character exchanges its 1 HD of fey for its first class level.
A wood imp's favoured class is fighter. Wood imps also are excellent barbarians, rangers and rogues, and a few have even become blackguards. Clerics are also found among wood imp tribes. Wood imps are incapable of arcane magic and cannot be wizards, sorcerers or bards. Due to their chaotic and malevolent nature, they are not good monks or paladins. Wood imps clerics associate themselves with Entropic Immortals; those that do not choose a specific Immortal may choose two of the following domains: Chaos, Destruction, or Evil.
Wood imp characters possess the following racial traits.
• -2 Strength, +4 Dexterity, -2 Charisma.
• Tiny size. +2 bonus to Armour Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
• A wood imp's base land speed is 20 feet.
• Low-light vision.
• Skills: Wood imps have a +4 racial bonus on Hide and Move Silently checks made when in a forest or area of heavy undergrowth.
• Weapon Proficiency: All simple and martial weapons.
• Armour Proficiency: All light and medium armours, and all shields but tower shields.
• Special Attacks (see above): Envenomed Arrows.
• Special Qualities (see above): Communicate with Arachnids.
• Automatic Languages: Wood Imp, Sylvan. Bonus Languages: Common, other local languages.
• Favoured Class: Fighter.
• Level adjustment +2