Monday, 11 April 2011

cyclopean imp

No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 30' (10')
      Fly 120' (40')
Armor Class: 5
Hit Dice: 2d8
Attacks: 1 (sting)
Damage: 1d4, evil eye
Save: M2
Morale: 7
Hoard Class: None (VIII)

This 2' tall fiend is a bat-winged humanoid with mottled, leathery hide and barbed tail. It is usually summoned as a guardian of ancient lore.  It's bulbous head with tiny horns and mouth is dominated by a huge, lead-coloured eye.  While a cyclopean imp attacks by stinging with it's barbed tail, it's evil eye is feared.  Each round, the imp can forfeit all attacks and causing it's eye to glow with a hellish radiance.  This performs one of the following effects:

  • Blindness (save vs. spells or be blinded until dispel magic is cast)
  • Doom (as reverse bless spell, -1 to AC, hit and damage in 20' square)
  • Hold person (one person only; save vs. spells at -2, hold lasts for 4 rounds).
Cyclopean imps enjoy tormenting those affected by their evil eye, singling out blinded foes for attacks, holding held victims hostage.  They have a twisted intellect that works with others but will betray them if there is an apparent advantage in doing so.  This treacherous tendency is known to certain elves and magic-users who use it to trick cyclopean imps into abandoning the object they are guarding.

2 comments:

  1. And easily underestimated, like good guardians ought to be. :)

    ReplyDelete

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