Cindersnap Scamp

Legend says the first Cindersnap was born from a contract signed by a desperate poet who sold his passion for a night of warmth. Now, these creatures hunt those who possess great joy or love, seeking to turn those feelings into literal heat for their freezing infernal souls.

HP84AC16SPD30 ft. walk, 30 ft. fly (hover)CR5StealthAcrobaticsDeception
STR
8
DEX
20
save
CON
16
INT
14
WIS
12
CHA
16
save
Devil's Sight. Magical darkness doesn't impede the scamp's darkvision.
Magic Resistance. The scamp has advantage on saving throws against spells and other magical effects.
Ash Cloud. When the scamp takes damage, it can use its reaction to release a puff of thick soot. The area in a 5-foot radius around the scamp becomes heavily obscured until the start of its next turn.
Multiattack. The scamp makes two Hooked Tail attacks.
Hooked Tail. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 12 () piercing damage plus 7 () fire damage. If the target is a creature, it is grappled (escape ).
Memory Siphon. The scamp touches one creature it is grappling. The target must succeed on a Wisdom saving throw or take 22 () psychic damage and lose one of its happiest memories. The target's speed is halved and it has disadvantage on initiative rolls until it finishes a long rest. A Greater Restoration spell restores the memory and removes the penalty.
Cinder Step (Recharge 5-6). The scamp magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 5 feet of the space the scamp leaves must succeed on a Dexterity saving throw or take 7 () fire damage.
Flicker. When a creature the scamp can see misses it with a melee attack, the scamp can move up to half its speed without provoking opportunity attacks.
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