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Grampy Scampy

Large Fiend (Demon)

Hit Points: 40 (2d6+3 x 4)

Speed:

Level: 4

AC: 14

Initiative: 

STR

12

(-5)

DEX

16

(-5)

CON

14

(-5)

INT

12

(-5)

WIS

10

(-5)

CHA

16

(-5)

Saving Throws

-5

-5

-5

-5

-5

-5

 

Damage Vunerability: 

Skill:

Senses:

Damage Resistance: 

Damage Immunity: 

Condition Immunity: 

Language:

Traits

Elite:

An Elite creature counts as two monsters of a given level. It has +2 to all saves, as well as twice as many hit points and twice as much damage as a typical monster of its level.

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Legendary:

A Legendary creature counts as five monsters of a given level for the purposes of XP and encounter difficulty. It has +4 to all saves, as well as four times as many hit points and typically deals five times as much damage, albeit spread out amongst its targets.

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Filth Dweller

Scamps have advantage on saving throws against disease or the poisoned condition.


Curse Weakness

Grampy Scampy is a demon lord who serves The Meddler. Just like all of The Meddler's greatest servants, Scampy has been cursed many times to fulfil The Meddler's games of fate. If Scampy is cursed in any other way, he becomes dazed for 1 minute, after which the new curse is removed from him.

Actions

Not Finished


Pitchfork:

Melee/Thrown Attack - 1 Creature (10/30 ft.)

  • Attack: +5

  • Hit: 1d6 + 3 slashing damage


Baleful Trick

The scamp's magic interferes with your thoughts.

Bonus Action - 1 Creature (60 ft.) - 2nd Level (Enchantment) - VS - 1 Round - Recharge 5-6

Wisdom Save

  • Failure: Target suffers one of the following conditions for 1 round, and has disadvantage on concentration checks:

    • Target is charmed by the scamp.

    • Target is frightened of the scamp.

    • Target cannot see the scamp, effectively making the scamp invisible in relation to the target.

  • Success: No effect.


Phase Walk

Reaction - Self - 1 Round - 1/Short Rest - Magical

Trigger: the scamp takes damage from an attack.

  • The scamp instead takes no damage and disappears into the ethereal plane until the start of their next turn. The scamp returns in a location within 20 ft. of where they left.


Tactics


Loot


Lore

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