🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Water ScampCreature 1


SmallAmphibiousElementalWater
Source Pathfinder Monster Core
Perception +3 (darkvision)
Languages Thalassic
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0

AC 16; Fort +7; Reflex +11; Will +4;
HP 20 (fast healing 2 (while underwater)
Speed 20 feet (fly 25 feet, swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Acid 3, Fire 3

Claw One Action +8 (+4, +0) to hit (agile, finesse, unarmed) 1d6+1 Slashing

Fast Healing 2 (While Underwater)

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

Acid Breath Two Actions (acid, arcane)

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

The water scamp can't use Acid Breath again for 1d4 rounds.

Drench One Action (arcane, water)

The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).


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

1st Level: Create Water
2nd Level: Acid Grip


Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and conjure enough water to never dry out, water scamps leave the water only when they must. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Elemental

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

Water

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