Swarm of Tiny Imagos

Medium swarm of Tiny constructs, unaligned

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6); Wound Threshold N/A
Speed 20 ft.

8 (-1) 12 (+1) 12 (+1) 3 (-4) 6 (-2) 13 (+1)

Skills Perception +0, Stealth* +5
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 10
Languages understands the languages of its creator but can only speak inside of an image
Challenge 1 (200 XP)


  • Antimagic Susceptibility. The swarm of tiny imagos is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm of tiny imagos must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
  • Enter/Exit Image. By spending an amount of movement equal to half its speed, the swarm of tiny imagos can enter an image within 5 feet of it or exit an image it is in, appearing in a space within 5 feet of the image.
  • False Appearance. While the swarm of tiny imagos remains motionless, it is indistinguishable from an ordinary image.
  • Image Haven. As long as it is within an image, the swarm of tiny imagos cannot take damage. If the image’s support is destroyed, the swarm of tiny imagos is destroyed with it.
  • Magic Weapons. The swarm of tiny imagos’ weapon attacks are magical.
  • Swarm. The swarm of tiny imagos can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny imago. The swarm can’t regain hit points or gain temporary hit points.


  • Inky Slashes. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 8 (2d6 + 1) slashing damage, or 4 (1d6 + 1) piercing damage if the swarm has half of its hit points or fewer.


A horde of tiny people spring out of the picture and swarm the intruders! They leap out of books, frescoes, and paintings, climbing on their enemies and relentlessly assailing them.

Imagos are creatures that usually remain at rest in paintings and frescoes, only springing into action when certain conditions are met. Their aspect is entirely dependent on the artist who depicted them, from crude stick figures to elegant humanoids and all the way to surrealistic beasts; as long as something can be drawn, it can exist as an imago. Imagos can fold, but not stretch, and the set of movements and actions they can perform is based on their form. But no matter how they look or act, they remain flat and two-dimensional. A defeated imago returns to its original picture, its appearance modified in accordance with how it was defeated.

Imagos are very popular and come in many varieties.

Sanctuary Guardians

Imagos are often used as guardians in the Netherworld. For example, a tunnel can be painted with warrior-like figures that will beset intruders. The criteria that determine intruders must be simple: “All forms of life,” “Any creature that does not say the password,” “Any creature that does not bear this tattoo,” etc.

Range of Action

Due to its nature, an imago is bound to its support (wall, canvas, etc.) and cannot venture far from it. However, especially powerful imagos (which are often self-aware) can actually move from one image to another. When an imago’s support or backdrop changes, its appearance is altered to fit the picture’s overall style. Thus, should a stick figure imago from a crude charcoal doodle move to an elven master painting, it will turn into a realistic, exquisitely drawn humanoid. An imago’s appearance (size, colors, features, equipment, etc.) always fits the latest picture it was in.

Caught in a Picture

A creature that has been incapacitated and restrained by imagos can be taken into their picture.

While imagos can easily leave their picture-whether of their own will or as a result of a magic ritual-an imprisoned creature will not find it so simple. Each picture has its own rules, which the creature will have to discover in order to leave it. The inside of the picture is left at the leader’s choice et depends on the work’s creator. It can be an actual domain linked to the Astral Plane in the most extremes cases.

An Imago Familiar

If the leader uses this option, a wizard or warlock can have a tiny imago as a familiar. When the arcanist who wishes to conjure such a creature casts the find familiar spell, they must draw their future familiar on a piece of paper, which the imago will jump out of.

The Picture’s Substance

If the leader uses this optional rule, the peculiar nature of imagos will make for dramatic and picturesque situations outside of the strict context of a fight. Arcanists who create imagos usually let their creativity run free, so the resulting constructs might be full of surprises.

Superficial metamorphosis. Casting a polymorph spell on an imago alters its aspect and apparent size, but it remains an imago-a two-dimensional drawing that can enter and exit pictures.

Sneaky picture. An imago can exit its home picture and return to it. At the leader’s option, an imago can also take shelter within any flat surface that can be painted or scribbled upon (paper, wall, smooth wood, etc.), and which is large enough to contain it. Tiny imagos gathered in a swarm can even split and hide in various supports. Thus, in the midst of attacking a party of adventurers, a tiny imago from a swarm might sneak into one of the pages of a notebook at the bottom of a bard’s pocket.

Ink stain. When an imago inflicts a Wound to a creature, the creature must succeed on a DC 11 Charisma saving throw or turn into an imago. At the leader’s option, this can also occur when an imago grapples a creature, in which case the saving throw is made at the end of each of the creature’s turns as long as it remains grappled. The creature can choose to automatically fail this saving throw. Until it finishes a short or long rest, the transformed creature gains the following traits: Antimagic Susceptibility, Enter/Exit Image, False Appearance, Image Haven, Magic Weapons.

Image’s prisoner. A creature cannot revert from being an imago as long as it remains within an image. To escape the image, the creature must be free to move within it, and so it must not be imprisoned or tied up by other imagos. If 24 hours pass without the creature returning to its original form, it permanently becomes an imago. Restoring the creature will then require powerful magical means, at least the greater restoration spell and up to the wish spell at the leader’s discretion.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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