Fire ScampCreature 1
Source Pathfinder Monster Core
Perception +3 (darkvision, smoke vision)
Languages Pyric
Skills Acrobatics +7, Deception +7
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2
AC 17; Fort +3; Reflex +9; Will +7;
HP 16 (fast healing 2 (while touching fire)
Speed 20 feet (fly 25 feet)
Immunities bleed, paralyzed, poison, sleep, fire
Weaknesses Cold 3
Jaws
+9 (+4, -1) to hit (finesse, unarmed) 1d4 Fire + 1d6 PiercingSmoke Vision
The fire scamp 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
(arcane, fire)The fire scamp breathes flames in a 15-foot cone that deals 2d4 fire damage to each creature within the area (DC 17 reflex save). Creatures that fail the save also take 1d4 persistent,fire damage.
The fire scamp 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
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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FireEffects 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.