Metal RascalCreature 1
Source Pathfinder Society Scenario #5-10: The Crocodile's Smile
Perception +3 (darkvision)
Languages Talican
Skills Athletics +7, Stealth +5
Str +2, Dex +0, Con +2, Int -2, Wis +0, Cha +0
AC 15; Fort +7; Reflex +5; Will +5;
HP 20 (fast healing 2 (while touching metal)
Speed 25 feet (fly 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 3
Claw
+9 (+4, -1) to hit (unarmed) 1d6+2 SlashingFast Healing 2 (While Touching Metal)
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breathe Shrapnel
(arcane, metal)The metal scamp breathes a 15-foot cone of jagged metal flakes that deals (2d4)[slashing],(1d4) bleed damage to each creature within the area (DC 17 reflex save).
The metal scamp can't Breathe Shrapnel again for 1d4 rounds.
Arcane Innate Spells (DC 17, +9 to hit)
2nd Level: Magnetic Attraction
The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything around them, sometimes even to their own detriment. Metal scamps have a severe appearance, with pointed facial features and angular limbs, and their skin can be the color of any metal, often heavily oxidized as if by years of exposure to the elements.
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.
MetalEffects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.