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Water Scamp (BB)

Creature 1 — elemental, water

Pre-Remaster content. May include legacy alignment.

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.

Source: menace-under-otari-bestiary (Pre-Remaster)

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, 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 that deals 2d6 acid damage in a 15-foot type: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

Acid Grip (rank 2)

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