Claws (Unarmed). Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage.
Forked Greatsword (Wolf). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d6) slashing damage.
OR
Forked Hatchet (Cat). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Throwing Pot. Ranged Weapon Attack: +4 to hit, range 20/60 ft. Hit: 4 (2d4+1) fire, magic, or lightning damage. Any creature within a 5 ft. radius of the detonation takes damage.
Special Attacks:
Frenzied Charge (Cat only; Recharge 6). The imp raises its weapon or claws high in the air and then dashes toward the nearest creature. It swings its arms recklessly, damaging any creature immediately surrounding it. Each creature in that area must succeed on a DC 10 Dexterity saving throw or take 2d4+2 slashing damage.
Sword Slam (Wolf only; Recharge 6). The imp raises its weapon high in the air and then targets the nearest creature. The imp gains advantage. The targeted creature must succeed on a DC 10 Dexterity saving throw or take 2d6 slashing damage. On a failed save, the target also gets knocked prone. On a successful save, the imp misses ( target takes 0 damage) and then it knocks itself prone.
Uncanny Dodge. When an attacker that an Imp can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Description
Catacomb Stone Imps are a humanoid, gargoyle-like creatures that are commonly found in dungeons scattered throughout the Lands Between. This creature is based on the popular action-RPG video game titled "Elden Ring."
"Imps resemble living stone statues of gangly winged gargoyles, some bearing the heads of cats or wolves. They typically wield Forked Hatchets or Forked Greatswords, as well as throwing daggers and throwing pots that deal fire, magic, or lightning damage."
"They are found largely in tombs and catacombs, and will attack trespassers with extreme prejudice. They typically lie in wait either by posing as harmless statues, waiting around corners, or clinging to walls and ceilings. Once they detect an intruder, they spring into action, jumping and scampering nimbly about to close in on their targets before relentlessly striking with their weapons, or else attacking from afar with throwing daggers or pots. With the exception of pots, all the weapons that Imps wield inflict Bleed damage."
-Description of creature is quoted from Elden Ring's wiki fextralife website under "Imp."
Animate Stone. Imps tend to cling to walls and rooftops to ambush unsuspecting intruders. They also roost on ledges where they make use of their throwing weapons. They can hold themselves so still that they appear inanimate. Able to maintain this state for years, they make ideal sentries for the tombs and catacombs.
Elemental Nature. Imps do not require air, food, drink, or sleep.
False Appearance. While the imp remains motionless, it is indistinguishable from an inanimate statue.
Stone Skin. Imps are naturally resistant to slashing and piercing attacks. +3 natural armor bonus to AC.
Lair and Lair Actions
Tombs and Catacombs: Underground dungeons that are infested with monstrous, undead, and/or inanimate creatures that are hostile against any intruders who would attempt to loot the equipment and treasures found within. The interior, stone block walls are lined by candles that produce a ghastly white glow that illuminate the darkness. These dungeons commonly have illusionary walls that conceal hidden locations where adventurers can either find useful items or unlock doors that lead to legendary boss fights. Adventures have much to explore in these dungeons, as they are filled with staircases, ladders, elevators, hallways, ledges, and holes that lead to multiple floors where threats and perils lie in wait around every bend and corner. Watch your step, as these dungeons are riddled with floor panels that set off devastating traps from unleashing volleys of magic-imbued darts to streaming incinerating bursts of flame.
The imps make use of the environment to ambush trespassers, as their statuesque appearance and stone-like skin naturally blend in with their surroundings. These creatures commonly hang from high walls and tall ceilings, hide themselves behind corners or archways, or pear over ledges. If you fail to notice them, they will not hesitate to drop on you, stab you in the back, or use ranged weapons to assassinate you.
Lair Actions
On a failed perception check, imps take a lair action to cause one of the following effects; imps can’t use the same effect two rounds in a row:
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Assassinate: Imps are at their deadliest when they get the drop on intruders. Imps have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit they score against a creature that is surprised is a critical hit.
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Posted Jan 1, 2024I'm looking to create an Elden Ring campaign one of these days, so I'd love to receive feedback on how to improve this creature and make it more accurate. I'm new to creating monsters in D&D, so constructive feedback (as opposed to negative criticism) would be appreciated. Thanks!