Skip to main content

Mortuary Scamp




While just around two-feet tall, the mortuary scamp can frighten foes many times its height. In fact, the mottled fey works very hard to drive its foes into a panic. Its eyes are reflective, like cats, and its skin is a scaley grey. Pointed ears flank its thin, bald head. Whenever the scamp grins it is out of malice and full of needle-teeth. The grim gremlin wears cloaks made from grave shroud tatters and the occasional burial ensemble stolen from a child's corpse.

Bump in the Night. Mortuary scamps stalk all manner of abandoned places of the dead from cemeteries to necropolises. These fey are drawn to such loci of sorrow and enjoy terrorizing and killing those foolish enough to poke around. They vandalize crypts and graves to gather trinkets and clothing for themselves, often forming mock courts following the style of those in the feywild.

If too much time passes without mortals to terrorize, the mortuary scamps will strike out at nearby villages and other habitations with nightly, horrific excursions. They may even move to a new graveyard or abandoned home amid a thriving population and slowly whittle it down for their twisted amusement.

Mortuary Scamp

tiny fey, chaotic evil

Armor Class 12

Hit Points 15 (6d4)

Speed 30ft

Str 4 Dex 14 Con 10 Int 7 Wis 8 Cha 14

Skills Stealth +4

Damage Resistances thunder, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver

Condition Immunities Frightened

Senses darkvision 60ft, passive Perception 9.

Languages sylvan, broken common (mostly insults)

Challenge 1/2 (100 XP)

Camouflage:

If the mortuary scamp is in a graveyard, catacomb, or another stonework setting it has advantage on stealth checks.

Innate Spellcasting (at will):

The mortuary scamp can innately cast Dancing Lights and Chill Touch. Its innate spellcasting ability is Charisma (DC 12 +4 to hit with spell attacks).

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Claws:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Spook (Recharge 6):

If no enemy creature can see the mortuary scamp it may instantly teleport to a point anywhere within 30ft that no enemy creature can see, including inside containers and behind doors. The mortuary scamp cannot end up in solid space. Whenever the mortuary scamp uses this ability whispered, sinister giggling fills the air.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...