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Elite Animated FlameCreature 2


UncommonSmallElementalFire
Source Pathfinder Society Quest #24: Tanuki Trouble
Perception +5 (darkvision, smoke vision)
Languages Pyric
Skills Acrobatics +9
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +0

AC 19; Fort +9; Reflex +11; Will +5;
HP 26 (fast healing 2 (while touching fire)
Speed 20 feet (fly 25 feet)
Immunities bleed, paralyzed, poison, sleep, fire
Weaknesses Cold 3

Headbutt One Action +11 (+6, +1) to hit (finesse) 1d4 Fire + 1d6+2 Piercing

Failed Task Free Action

Trigger The animated flame starts its turn outside the village


Effect The animated flame dissipates.

Failing Task Free Action

Trigger The animated flame leaves the village


Effect The animated flame becomes Stupefied 2.

Smoke Vision

The animated flame ignores the Concealed condition from smoke.

Fast Healing 2 (While Touching Fire)

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

Flame Breath Two Actions (arcane, fire)

The animated flame breathes flames in a 15-foot cone that deals (2d4+4) fire damage to each creature within the area (DC 19 reflex save). Creatures that fail the save also take 1d4 persistent,fire damage.

The animated flame can't use Flame Breath again for 1d4 rounds.


Arcane Innate Spells (DC 15, +7 to hit)

Cantrips (1st Level): Daze, Ignition, Light


Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits.

Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Elemental

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

Fire

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