Scamp
Daedra; Average; White Soul (300)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 35 | Hit Points | 13 | Combat | 50 |
| Endurance | 35 | Wound Thr. | 8 | Magic | 65 |
| Agility | 50 | Magicka | 30 | Evade | 50 |
| Intelligence | 40 | Stamina | 3 | Observe | 45 |
| Willpower | 35 | Initiative | +12 | Stealth | 60 |
| Perception | 45 | Action Pts. | 3 | Knowledge | 40 |
| Personality | 5 | Speed | 13m | Social | 5 |
| Morale | 55 | Size | Std. | Physical | 00 |
Weapons & Armor
- • Tooth and Nail: 1d8; Slashing, Magic, Small; Reach 1m
Special Abilities
- • Mischief and Mayhem (1 SP): After making a successful
- melee attack, the Scamp can spend a Stamina Point to either
- immediately climb the opponent, pulling their hair, tugging
- their ears and biting their nose to count as a Grapple, or
- instead try to steal an item by rolling Stealth against the
- target’s Perception or Observe. If successful, the Scamp
- manages to steal something of its choice.
- • Gang Up (1 SP): When a Scamp makes a melee or spell
- attack, they can increase the damage by +1 for each Scamp
- also in reach of the target if making a melee attack, or within
- 3m of the casting Scamp if making a spell attack. This point
- must be spent before resolving the attack roll.
- • Refresh Spells (1 SP): The Scamp can spend a Stamina
- Point to either regain MP up to half their MP max or refresh
- all their used spellcasts used with the Spellcaster trait.
Traits
- • Climber (10): The creature can climb walls and ceilings as
- if open ground, treating their Speed as 10m.
- • From Beyond
- • Dark Sight
- • Resistance (Normal Weapons, Magic, 5)
- Spider Daedra
- These Daedra appear as giant spiders with human torsos, and are
- associated with Mephala. They are so unruly and irrational that
- not even Mephala’s worshipers loathe to summon them, for fear
- that they will disobey orders.
Encountering Scamp
2 y Spells • Fire Bolt 1: 4 MP; 1d4 Fire, Attack, Overload (+WpB to Damage), Ranged (100m) • Fire Bolt 2: 6 MP; 1d6 Fire, Attack, Overload (+WpB to Damage), Ranged (100m) • Reflect 1: 4 MP; Upkeep; If the caster would be hit by a spell, roll a d10. If the result is 1, resolve the spell against the original caster. Lasts 1 round. These tiny mischievous Daedra are renowned across Tamriel to be the most annoying and irritating of all the Daedra (barring Daedrats of course). They’re known to harass mortals more than any other Daedra, as they burn down whatever comes in their way with their fire spells. Scamps are mostly associated with Mehrunes Dagon, but can be found doing errands for many of the Daedric Princes in Oblivion. In combat these small devils can be found casting fire spells from a distance and when they get close, they climb on top of their enemies, choking, biting, pulling hair, throwing sand in eyes, and stealing items. One Scamp is no threat, two are a handful, three is utter mayhem.
Loot
- If slain while permanently bound to Mundus, a character
- can test Alchemy at -10 to harvest a dose of Scamp Skin,
- which is a Rare Destruction ingredient, otherwise the Scamp
- simply vanishes back to the realms of Oblivion.
- If slain while permanently bound to Mundus, a character
- can make a -10 Alchemy test to salvage the Scamp’s Tiny
- Daedra Heart, which is a Rare Restoration ingredient.
- 143
- Traits
- Climber (14): The creature can climb walls and ceilings as
- if open ground, treating their Speed as 14m.
- Crawler: Not slowed by Difficult Terrain.
- From Beyond
- Dark Sight
- Quadruped