🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Air ScampCreature 1


SmallAirElemental
Source Pathfinder Monster Core
Perception +3 (darkvision, fog vision)
Languages Sussuran
Skills Acrobatics +7, Stealth +7
Str +1, Dex +4, Con +0, Int -2, Wis +0, Cha +0

AC 16; Fort +3; Reflex +9; Will +7;
HP 12 (fast healing 2 (in open air)
Speed 20 feet (fly 40 feet)
Immunities bleed, paralyzed, poison, sleep

Jaws One Action +9 (+4, -1) to hit (finesse, unarmed) 1d6+1 Piercing

Fog Vision

The air scamp ignores the Concealed condition from fog and mist.

Fast Healing 2 (In Open Air)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Sirocco Breath Two Actions (air, arcane)

The air scamp creates cutting winds in a 15-foot cone that deal 2d6 slashing damage to each creature within the area (DC 17 reflex save). A creature that fails its save is also pushed back 10 feet.

The air scamp can't use Sirocco Breath again for 1d4 rounds.


Arcane Innate Spells (DC 17, +9 to hit)

1st Level: Gust of Wind
2nd Level: Blur


A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.


Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.

Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.