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Scamp Trickster

Small Fiend (Demon)

Hit Points: 9 (2d6+2)

Speed:

Level: 4

AC: 13 (Padded Armor)

Initiative: 

STR

8

(-5)

DEX

14

(-5)

CON

12

(-5)

INT

10

(-5)

WIS

6

(-5)

CHA

14

(-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.

Actions

Pitchfork:

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

  • Attack: +3

  • Hit: 1d6 + 4 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

Padded Armor

Quantity: 1


Lore

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