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Water Scamp

Creature 1 — amphibious, elemental, water

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 t

Source: pathfinder-monster-core

Perception +3
Skills athletics +6, stealth +6
Str
+1
Dex
+3
Con
+1
Int
-2
Wis
+0
Cha
+0
AC 16 Fort +7 Ref +11 Will +4
HP 20
Immunities bleed, paralyzed, poison, sleep
Resistances acid 3, fire 3
Speed 20 feet, fly 25 feet, swim 25 feet

Offense

Melee Claw +8, Damage 1d6+1 slashing

Abilities

Fast Healing 2 (While Underwater) — Fast Healing
Acid Breath (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 (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).

Spells

Acid Grip (rank 2)
Create Water (rank 1)

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