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Bog Imp

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Tainted Minion

Tainted Minion

Illus. by W. England

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fever, so long as he is within a number of miles equal to the bloodrot’s Hit Dice and not within an antimagic fi eld or similar effect. Skills: A bloodrot has a 8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Small Fey (Aquatic) Hit Dice: 4d68 (22 hp) Initiative: 9 Speed: 30 ft. (6 squares), burrow 60 ft., swim 30 ft. (but see text) Armor Class: 18 (1 size, 5 Dex, 2 natural), touch 16, fl at-footed 13 Base Attack/Grapple: 2/–3 Attack: Claw 8 melee (1d3–1 plus sicken) Full Attack: 2 claws 8 melee (1d3–1 plus sicken) Space/Reach: 5 ft./5 ft. Special Attacks: Sicken, sink, stagnate Special Qualities: Amphibious, code of law, damage reduction 5/cold iron, immunity to acid, paralysis, poison, and sleep, low-light vision, liquid burrow, resistant to mind-effects Saves: Fort 3, Ref 9, Will 6 Abilities: Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 12 Skills: Hide 16, Listen 11, Move

Silently 12, Search 10, Spot 11, Survival 9, Swim 14 Feats: Ability Focus (sink)B ,

Improved Initiative, Weapon

Finesse Environment: Any swamp Organization: Solitary or clutch (2–6) Challenge Rating: 6 Treasure: 1/10th coins, 50 goods, 50 items Alignment: Always lawful evil Advancement: 5–12 HD (Small) Level Adjustment: 5

A small humanoid creature rises from the stagnant waters of the swamp. Naked save for the moss and leaves that cling to its splotchy green skin, it has spindly, pointed ears. Its eyes gleam, and its grin displays broken teeth as swamp water trickles from its mouth. This system varies from clutch to clutch and from swamp to swamp. For instance, one family of bog imps might leave a group of travelers alone if the passersby are willing to risk one of their number in a game of wits or in a race over treacherous terrain with one of the bog imps. A different clutch might allow anyone to pass if he can guess their family name. Still others—those who began their lives as elves (see below)—might instinctively recognize any other elf from their home community, and allow her to pass. Bog imps are loath to reveal their laws and codes, and knowledge of how to win past one group offers no safety from another. Bog imps stand about 2 feet tall and weigh about 20 pounds. They speak Common and Sylvan; roughly half of them also speak passable Elven.

COMBAT

Bog imps—no relation to fi endish imps— are small, swamp-dwelling fey who torment anyone who passes through their territory. They are cruel, malicious creatures, eager to cause suffering and death to trespassers. Strangely enough, however, various clutches (extended families) of bog imps each have their own code of laws, a system of honor that they are psychologically incapable of breaking.

Bog imps are not powerful combatants and so prefer to avoid direct confrontation. Their favored tactic is to use their sink ability on all enemies, ganging up on those who manage to resist. They will fl ee if overpowered and, if defeated, might offer to guide the passersby through the swamp in exchange for their lives. Sicken (Ex): Anyone struck by a bog imp’s claw attack must succeed on a DC 14 Fortitude save or be sickened for 2d4 minutes. Failure on more than one save does not stack, but it does extend the duration of the sickening. The save DC is Constitution-based. Sink (Su): A bog imp can, with a simple glance, cause anyone standing on or in water, mud, or any other nonsolid surface to sink. This ability functions within 60 feet. A successful DC 15 Will save negates the attack and renders the target immune to the sink attack of that particular bog imp for 24 hours. The save DC is Charisma-based. If the save fails, the target is dragged beneath the surface by a spectral force; this takes 1 full round, plus 1 additional round per point of the target’s Strength bonus, if any. Once beneath the surface, the target is subject to drowning (standard drowning rules apply). A target can be rescued if aided by another who succeeds on a DC 30 Strength check, but this simply begins the process over again. The effect ends instantly if the bog imp is slain, if the target is placed on solid stone or lifted 5 feet or more above the surface of the bog, or if the target moves out of range (more than 60 Bog imp feet away from the bog imp). If an elf (and only an elf) drowns in this manner, he does not truly die. Rather, he remains in a form of stasis beneath the swamp, pickling and shriveling over the course of thirteen days. When that period ends, the elf becomes a new bog imp. He has an instinctive understanding of the laws of

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