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Air Scamp

Creature 1 — air, elemental

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

Source: pathfinder-monster-core

Perception +3
Skills acrobatics +7, stealth +7
Str
+1
Dex
+4
Con
+0
Int
-2
Wis
+0
Cha
+0
AC 16 Fort +3 Ref +9 Will +7
HP 12
Immunities bleed, paralyzed, poison, sleep
Speed 20 feet, fly 40 feet

Offense

Melee Jaws +9, Damage 1d6+1 piercing

Abilities

Fog Vision — The air scamp ignores the Concealed condition from fog and mist.
Fast Healing 2 (In Open Air) — Fast Healing
Sirocco Breath (air, arcane) — The air scamp creates cutting winds in a 15-foot cone that deal 2d6 slashing damage to each creature within the area (DC 17 Reflex save). A creature that fails its save is also pushed back 10 feet. The air scamp can't use Sirocco Breath again for 1d4 rounds.

Spells

Blur (rank 2)
Gust of Wind (rank 1)

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