Small Fiend (Demon)
Hit Points: 9 (2d6+2)
Speed: 30 ft.
Level: 4
AC: 13 (Padded Armor)
Initiative: +2
STR
8
(-1)
DEX
14
(2)
CON
12
(1)
INT
10
(0)
WIS
6
(-2)
CHA
14
(2)
Saving Throws
-1
2
1
2
-2
2
Damage Vunerability:
Skill: Deception +4, Sleight of Hand +4
Senses: Darkvision 60 ft., Passive Perception 8
Damage Resistance: Fire, Poison
Damage Immunity:
Condition Immunity:
Language: Common, Infernal
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.
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.
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
Scamp Tricksters rarely start violent fights, but they will use Baleful Trick if they can disrupt what someone is doing. In combat, they tend to focus on one target and ignore everything else.
They use Phase Walk only to prevent lethal damage.
They like to cause as much mayhem in a fight as possible, and if the opportunity arises for them to collapse something, break things, or create a hazard, they will.