Shadow Imp

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One of the servants of the shadow lord, he lays traps to catch new prizes!

HP: 10

Defense: 10

Passive Ability: Trap Master

  • Critical Fails on attacks will drop players into shadow traps, and give the trap +1 tier

Passive Ability: Cowardly

  • If hit with an attack, the Shadow Imp gains +2 defense and -2 to hit. This effect stacks, and ends at the end of the Imp's turn.

Attacks

Name Type Notes Effects

Summon Chains

Spell Binding - Shadow (can target head, arms or legs)
  • Cannot stack higher than 12 HP
Roll Effect Level
1-11 +3 Bondage HP
12-19 +6 Bondage HP
20 +8 Bondage HP
  • Alternatively: Use 1d8 as an easy variant, or 2d4+1 as a hard variant

Shadow Trap

Trap Creator
  • The shadow imp creates a shadow trap, a glowing sigil on the floor. May only have one per imp at a time.
  • Trap grows by 1d3 each turn, rolling below the trap value triggers it
  • Lasts 3 turns, ends if triggered
  • Imps or players may leap into the trap to phase themselves as a move action. This consumes the trap.
    • Imps suffer no ill effects.
    • Players must roll 9+ or act as though they had hit the trap instead.
Roll Effect Level
1-6 Shadowy shackles seize your ankles! +3 HP leg bondage
7-11 Glowing dark chains lash around your arms and legs! +5 Bondage HP, GM choice
12-16 The floor opens, and shackles yank you into a dark landscape! +6 Bondage HP, GM choice, player is phased
17-19 You tumble into the shadowy sigil, falling through a nest of chains. +8 Bondage HP, GM choice, player is phased
20 You fall into a heap in a shadowy environment, new chains added to your fallen form. +10 Bondage HP, GM choice, player is phased and stunned for a turn.

Chain Drag

Debuff
  • Targets a player with any shadow binding on them.
  • Player must make a trap roll against the Imp's Shadow Trap
  • Imp subtracts 1d4 plus maxHP/3 [rounded down] of chosen binding from the player's trap roll.

Shadow Shield

Self Buff
  • Creates a shadowy shield that makes it hard to strike the demon squarely
  • Lasts 2d3 turns
  • +1d2 to defense
  • -1 to damage taken.

Molest

Melee Attack
  • The Imp seizes the opportunity to explore a captive's body!
  • Increasing damage and effect is lost once the attack is not used consecutively
  • 1d4 damage and Teased on first use
  • 1d6 damage and Squirming on second use
  • 1d8 damage and Writhing on continued uses
  • The effect and damage increments remain active and increase, even on a miss.

Binding Effects

Shadow Realm

  • Shadow Binds are +1 to escape normally, but -1 once in the Shadow Realm
  • Shadow monsters will phase players into the Shadow Realm.
    • Phased players may not be affected by unphased players or enemies and vice versa.

Deeper Shadows

  • Whenever a player is in the Shadow Realm, the GM will roll 1d8 at the top of the round.
    • On a 1, players do not have to roll for Deeper Shadows that turn.
  • Any phased player must roll above that number or gain +3 bondage HP for each turn spent in the Shadow Realm.
    • Bondage must be added to already-existing bindings, and is placed by the GM.
    • On crit fail, gain +3 Bondage HP to all, creating bindings if they do not exist. If there would be more than +9 Bondage HP normally, the GM then may place the remainder.
    • Number of turns resets once the player escapes.

Escaping Shadows

  • Players may use a move or action to attempt to fight their way out of the Shadow Realm.
    • Players must roll 15+ to escape. A failure uses the action taken and the player is considered standing still.
    • Players gain a +3 to this roll for a failed attempt and +6 on a successful roll. This bonus does not reset until escape.
    • Players may choose not to leave on a successful roll in order to stay and rescue another player.
    • Any successful escape of 20+ [including bonuses] may also rescue another player.
    • Any player who escapes the Shadow Realm is immune to phasing for their next two turns.

Shadow (Head)

Effect Level Statuses Description
Easy Obscured Shadowy clouds float around your head, making it hard to see clearly.
Medium Obscured, Muffled The shadows grow murky and thicker, conforming themselves to your head's shape, dragging at your lips and distorting the your voice.
Hard Obscured, Gagged, Hazed The shadows thicken into a leathery strap, forcing a broad band in your lips. The embrace of the darkness feels seductively snug...
Extreme Blinded, Mouthful, Tranced Shadows shift to opaque black over the eyes, and the bar grows thick enough to slightly strain your jaw. But that's alright, the voices whisper, the harness straps tucked so comfortably around you...
Impossible Hooded, Mouthful, Submissive Pitch black leather sheaths your head entirely, leaving you only the sensations and whispered words, assuring you that you're in your proper place and needn't worry

Shadow(Torso/Arms)

Effect Level Statuses Description
Easy Bound Shadowy shackles lock your wrists together in front of you with a short black chain.
Medium Bound The shackles and chains are thicker, covering your whole forearms and growing thicker...
Hard Harnessed The chains pull and attach your wrists behind you, making combat quite difficult indeed!
Extreme Mittened A new set of shadowy black shackles lock between your upper arms, connecting to the lower ones with a thick chain and denying the ability to move your arms much at all!
Impossible Mittened, Submissive Cool sensation wraps around your neck, a collar atop the chains to anchor your restraints and send shudders through your body, weakening your will from within.

Shadow(Legs)

Effect Level Statuses Description
Easy No Effect Shadowy shackles lock around your ankles, a dark chain too loose and light to slow your movement.
Medium Encumbered The chain seems to be shortening its links, and growing heavier, slowing you down...
Hard Hobbled Only a few links remain, leaving you stumbling, the shackles growing larger, almost covering your whole shins...
Extreme Hobbled Your leg irons cover from ankle to just beneath the knee, thick and unyielding. They're also locked directly together, allowing you to 'inch-walk' but no more, lest you fall over.
Impossible Incapacitated Your leg shackles are no longer separate pieces, but solidly attached together, seamlessly locking your legs together from just below the knees down, with two attached cuffs going to your thighs and frogtying your legs, to force you to kneel or crawl about in the thick, heavy irons.