Blood imp (SLASH'EM)
i blood imp ![]() | |
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Difficulty | 11 |
Attacks | |
Base level | 9 |
Base experience | 202 |
Speed | 12 |
Base AC | 0 |
Base MR | 60 |
Alignment | -7 (chaotic) |
Frequency (by normal means) | 1 (Very rare) |
Genocidable | Yes |
Weight | 20 |
Nutritional value | 10 |
Size | Tiny |
Resistances | None |
Resistances conveyed | None |
A blood imp:
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Reference | SLASH'EM_0.0.7E7F2/monst.c#line913 |
- For the monster in Hack'EM, see blood imp (Hack'EM).
A blood imp, i, is a type of monster that appears in SLASH'EM and SlashTHEM. The blood imp is a minor demon that is much stronger than a regular imp: it is the strongest of the new minor demons added to SLASH'EM and the second strongest in SLASH'EM after the uranium imp. Blood imps possess the same qualities as the standard imp, though in Hack'EM they are not carnivores unlike other minor demons that leave corpses. Tame blood imps have a chance of turning traitor.
A blood imp has a poisonous claw attack that drains strength and a bite attack, and has a weakness to silver.
Generation
Randomly generated blood imps may be created as peaceful towards chaotic heroes who do not possess the Amulet of Yendor.[1]
A tame blood imp can be given as minions to chaotic heroes via sacrifice at experience levels 4 to 9.
Bloop imps appear among the random i that are part of the first quest monster class for Knights and make up 24⁄175 of the monsters that are randomly generated on the Knight quest. They also appear among the random i that are generated on each floor of the Wizard quest at level creation.
Bloop imps additionally appear among the random i that are part of the second quest monster class for Necromancers and make up 6⁄175 of the monsters randomly generated on the Necromancer quest. Seven blood imps are generated on the locate level and goal level at level creation.
Strategy
The blood imp's poison is unlikely to be a threat by the time a hero encounters any: most heroes will usually have poison resistance and a kit that makes regenerating monsters much easier to contend with, though an out-of-depth blood imp (e.g. from a polytrap) can potentially spell doom to an unwary hero in the early game. Silver weapons of any kind can usually make quick work of blood imps, and they are vulnerable to poison themselves.