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.