Daedra's Sight. Magical darkness doesn't impede the scamp's darkvision. Cowardice. The scamp has disadvantage on saving throws against being frightened. Nimble Escape. The scamp can take the Disengage or Hide action as a bonus action on each of its turns. Small Fighter. Any weapon that has the Light property also has the Finesse property when used by this creature.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Flames. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 4 (1d8) fire damage.