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Grampy Scampy

Large Fiend (Demon)

The Demon Lord of Scamps
Hit Points: 40 (2d6+3 x 4)
AC: 14
Speed: 30 ft.
Initiative: +3
Level: 4

STR
12 (1)

DEX
16 (3)

CON
14 (2)

INT
12 (1)

WIS
10 (0)

CHA
16 (3)

Saving Throws
1
3
2
3
2
5

Skill: Deception +5

Expertise: Sleight of Hand +7, Intimidation +7

Senses: Darkvision 60 ft., Passive Perception 10

Language: Common, Infernal

Traits

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.