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Earth ScampCreature 1


Small​Earth​Elemental​
Source Pathfinder Monster Core
Perception +3 (darkvision, tremorsense (imprecise) 30 feet)
Languages Petran
Skills Athletics +6, Stealth +2
Str +3, Dex -1, Con +2, Int -2, Wis +0, Cha -1

AC 15; Fort +8; Reflex +4; Will +3;
HP 20 (fast healing 2 (while underground)
Speed 20 feet (burrow 20 feet, fly 15 feet)
Immunities bleed, paralyzed, poison, sleep

Body One Action +8 (+3, -2) to hit 1d6+3 Bludgeoning

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Fast Healing 2 (While Underground)

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

Scree Breath Two Actions (arcane, earth)

The earth scamp breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 reflex save).

The earth scamp can't use Scree Breath again for 1d4 rounds.


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

2nd Level: Enlarge (Self Only)
3rd Level: One with Stone


An earth scamp's rocky exterior could camouflage it well among loose rocks if not for the scamp's large eyes and bat-like wings. Earth scamps can fly, but the act of flight is uncomfortable and unnerving to them—they rarely leave the ground if they can help it. In fact, most earth scamps would rather never visit the surface at all, staying nestled deeply within the rocks they resemble.


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.

Earth

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

Elemental

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