Blood Sea Imp
D&D 3e (3.0/3.5) Rules
Tiny Outsider (cold, evil)
Blood Sea Imps are descended from normal imps that were summoned to Krynn in ages past, changing with time to suit their new living conditions: the Blood Sea of Istar, a raging tumultuous ocean of chaos and destruction. Blood Sea imps have lost the winged flight they once possessed, and their tails are no longer lethal as they once were. These red wingless imps stand at almost 2 feet tall, and have a large protruding belly, long ears, curved horns, and a large nose that hangs over their toothy mouths.
Red mist constantly is secreted from the pores of the imp's body. Blood sea imps can communicate telepathically with each other, but will not do so with their intended victims, preferring their constant cacklings, screams and groans as a method of unnerving them.
During stormy nights at sea, the Blood Sea imps come up from ocean depths to wreak havoc on whatever ships lie above. The imps initially begin to cause the ship to pitch and toss about from underneath the water, within an hour they eventually overrun the ship and disable it, jerking the rigging, loosening cargo ropes, and damaging the masts. After this is done, the imps get about to murdering the crew.
Polymorph Self (Su): Blood sea imps can use polymorph self to turn themselves into a red mist with blazing red eyes in the center. In this form, all attacks against the imps are made at -2, and their damage reduction increases to 15/+1. When in mist form, an imp moves at a speed of 60 feet with perfect maneuverability. Also, the imp's natural AC bonus is +9, and their cold damage is reduced to 1 point.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.