Imp
Type- fire / chaos
Rank – E
HP-9
AP-2
DP-2
MV-30 / 40 fly
DG-+ 12
BK-+ 6
GR- + 10
HT-2ft
WT-10 lbs
Nature- conniving, cruel
Region- abyss , southern wastes
Attacks-
Claw (fire) + 6 hit / 5 fire dmg or slashing dmg
Chaos shriek (chaos) all in 30ft make GR 8 or be confused taking -1AP, - 4 init for 1d3 rounds
Fire ball (fire) 15ft radius circle within 60ft, + 4 hit, undodgeable, 5 fire dmg
Taunt (chaos) counter at +1, target that missed you is forced to attack you in melee until they hit imp or they pass a GR 10
Abilities-
Resist 10 fire, cold, lightning
Weak to white metal
For every imp in their vicinity they gain +1 temp HP max + 10
Grounding attacks take away 1 extra AP from imp
-4 to dodge when on ground
Components-
1 Bloody claw (chaos)
Elixir (1) E
+ all fire attacks deal 1d20 dmg for every 10 dmg normally for 1 hour
Belt (4) B
- all Nins have 50% less range
- all summons have 1 less round of life
+ 2 Spt
Weapon (2) D
+ attacks deal 1d20 dmg for every 10 dmg normally
2 Red ears (fire)
Elixir (1) E
+ apply to weapon to deal normal dmg in burn for 6 hours
Necklace (2) D
+ range of fire attacks X2
+ area of effect for fire attacks X2
Trinket (3) C
+ 1 NIN
Weapon (10) S
+ 2 burn dmg
+ 1 block
+ can block unblockables
Rank – E
HP-9
AP-2
DP-2
MV-30 / 40 fly
DG-+ 12
BK-+ 6
GR- + 10
HT-2ft
WT-10 lbs
Nature- conniving, cruel
Region- abyss , southern wastes
Attacks-
Claw (fire) + 6 hit / 5 fire dmg or slashing dmg
Chaos shriek (chaos) all in 30ft make GR 8 or be confused taking -1AP, - 4 init for 1d3 rounds
Fire ball (fire) 15ft radius circle within 60ft, + 4 hit, undodgeable, 5 fire dmg
Taunt (chaos) counter at +1, target that missed you is forced to attack you in melee until they hit imp or they pass a GR 10
Abilities-
Resist 10 fire, cold, lightning
Weak to white metal
For every imp in their vicinity they gain +1 temp HP max + 10
Grounding attacks take away 1 extra AP from imp
-4 to dodge when on ground
Components-
1 Bloody claw (chaos)
Elixir (1) E
+ all fire attacks deal 1d20 dmg for every 10 dmg normally for 1 hour
Belt (4) B
- all Nins have 50% less range
- all summons have 1 less round of life
+ 2 Spt
Weapon (2) D
+ attacks deal 1d20 dmg for every 10 dmg normally
2 Red ears (fire)
Elixir (1) E
+ apply to weapon to deal normal dmg in burn for 6 hours
Necklace (2) D
+ range of fire attacks X2
+ area of effect for fire attacks X2
Trinket (3) C
+ 1 NIN
Weapon (10) S
+ 2 burn dmg
+ 1 block
+ can block unblockables