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Fire Scamp

Creature 1 — elemental, fire

Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits. Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others. Elemental s

Source: pathfinder-monster-core

Perception +3
Skills acrobatics +7, deception +7
Str
+0
Dex
+4
Con
+0
Int
-2
Wis
+0
Cha
+2
AC 17 Fort +3 Ref +9 Will +7
HP 16
Immunities bleed, paralyzed, poison, sleep, fire
Weaknesses cold 3
Speed 20 feet, fly 25 feet

Offense

Melee Jaws +9, Damage 1d4 fire plus 1d6 piercing

Abilities

Smoke Vision — The fire scamp ignores the Concealed condition from smoke.
Fast Healing 2 (While Touching Fire) — Fast Healing
Flame Breath (arcane, fire) — The fire scamp breathes flames in a 15-foot cone that deals 2d4 fire damage to each creature within the area (DC 17 Reflex save). Creatures that fail the save also take 1d4 persistent fire damage. The fire scamp can't use Flame Breath again for 1d4 rounds.

Spells

Daze (rank 1)
Ignition (rank 1)
Light (rank 1)

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