Grampy Scampy
Large Fiend (Demon)
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.