Scampry are small mischievous Fey creatures that make their homes along well-traveled roads looking for caravans and travelers to play pranks on and steal their belongings while distracted. Their skin has a wrinkled gnarled look like the bark of a tree and leaves grow from their head instead of hair. Their fingers and toes end in curled, sharp claws and their golden eyes provide them with excellent vision.
Scampry have a strong connection to the material realm related to their creation. When a tree that is at least 100 years old is cut down, it regrows in the fey realm, but instead of becoming a tree, it turns into a newborn scampry, with skin and leaves resembling the original tree. A scampry matures in only a few years and begins its journey of mischief.
Fresh Leaves. When a scampry is defeated, it can sometimes leave behind some of its leaves. They provide a mint flavor when added to food or drinks and remain fresh for up to a year. These leaves are prized by hags who sometimes keep a caged scampry to pluck fresh leaves from its head for various concoctions.
Mischief. Scampry rarely care about what they steal; only that its previous owner valued it. A scampry prefers taking a few items and then making its escape. Often it will employ illusions to distract its targets while it rifles through unattended belongings. Sending a party of travelers running down the road in fear with a well-placed illusions is equally as entertaining as theft.
Good Company. Rarely found working alone, scampry find companionship with others of their kind. They often work in small groups where one scampry provides a distraction while the others steal. They can also be found in the company of satyrs, playful sprites and similar creatures that enjoy a good prank.
Odd Treasure. A defeated scampry returns to the fey realm and leaves behind any stolen belonging it carried. The Stolen Goods table provides examples.
Stolen Goods
d12 | Item |
---|---|
1 | A pan flute. |
2 | A signet ring. |
3 | A tankard with 1d4+1 pitons inside. |
4 | A mess kit and a bar of soap. |
5 | A pouch with playing card set and a bottle of ink. |
6 | A bell and a bag of caltrops. |
7 | A quiver stuffed with a pound of ginger. |
8 | A holy symbol. |
9 | Various coins worth 4d8 gold. |
10 | A vial of acid. |
11 | A flask of holy water. |
12 | A common spell scroll. |
Scampry
Small Fey, Typically Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 40 (9d6 + 9)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 12 (+1) | 8 (-1) | 15 (+2) | 13 (+1) |
Skills Persuasion +5, Sleight of Hand +4, Stealth +4
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 12
Languages Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions
Multiattack. The scampry makes two Claw attacks. It can replace one attack with a use of Spellcasting.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, the scampry makes a Dexterity (Sleight of Hand) check against the target’s passive perception. On a success, the scampry steals a random item that can fit in its hand and tucks it away.
Spellcasting. The scampry casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 11):
- At will: mage hand (the hand is invisible), silent image
- 2/day each: mirror image, misty step
Downloads
Further Reading
A shnoggle would love to hang out with scampries!
Add some of these guys to the Bittermire Vale to cause some chaos.
Imagery created with Midjourney.