Water Scamp (BB)Creature 1
Source Pathfinder Beginner Box: Secrets of the Unlit Star
Perception +3 (darkvision)
Languages none
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, poison, sleep
Resistances Acid 3, Fire 3
Claw
+8 (+4, +0) to hit (agile, finesse, unarmed) 1d6+1 SlashingFast 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
(acid, arcane)The water scamp breathes acid that deals 2d6 acid damage in a 15-foot cone. Each creature in the area must attempt a DC 17 reflex save. The water scamp can't use Acid Breath again for 1d4 rounds.
Drench
(arcane, water)The water scamp shakes out a seemingly endless supply of water from its fur to put out all non-magical fires within 5 feet.
Spells (DC 17, +9 to hit)
2nd Level: Acid Grip
Elemental scamps are bat-like critters marked by elemental powers. 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.
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.
WaterEffects 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.