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Lesser Shadow ScampCreature 0


SmallElementalShadow
Source Pathfinder #213: Thirst for Blood
Perception +2 (darkvision)
Languages Shadowtongue
Skills Acrobatics +6, Stealth +6
Str +1, Dex +3, Con +0, Int -2, Wis +0, Cha +0

AC 15; Fort +3; Reflex +9; Will +7;
HP 10 (fast healing 2 (in shadow)
Speed 20 feet (fly 40 feet)
Immunities bleed, paralyzed, poison, sleep

Jaws One Action +8 (+3, -2) to hit (finesse, unarmed) 1d6 Piercing

Fast Healing 2 (In Shadow)

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

Shade Breath Two Actions (arcane, void)

The shadow scamp creates a blast of clinging shadows in a 15-foot cone that deal 2d4 void damage to each creature within the area (DC 16 reflex save). A creature that fails its save is also Dazzled for 1 round. The shadow scamp can't use Shade Breath again for 1d4 rounds.

Shadow Jump Three Actions (arcane, shadow, teleportation)

Requirements The shadow scamp is in dim light or darkness


Effect The shadow scamp recedes into darkness and instantly teleports to a square of dim light or darkness within 60 feet. This movement doesn't trigger reactions.


Arcane Innate Spells (DC 16, +8 to hit)

1st Level: Grim Tendrils
2nd Level: Darkness


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.

Elemental

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

Shadow

This magic involves shadows or the energy of the Netherworld.