Water Scamp (BB)
Creature 1 — elemental, water
FlankerLANDAERIALAQUATICelementalwater
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
Perception +3; darkvision
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 (fast healing 2 (while underwater))
Immunities bleed, poison, sleep
Resistances acid 3, fire 3
Speed 20 feet, fly 25 feet, swim 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +8, Damage 1d6+1 slashing
Abilities
Fast 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.
Arcane Innate Spells DC 17, attack +9
2nd Acid Grip
WORKS WELL WITH
CrasherLAND / AERIAL / AQUATICA Crasher draws enemy attention while the Flanker uses its fly and swim speeds to circle into flanking position.
AnvilLAND / AERIAL / AQUATICAn Anvil pins enemies in place so the Flanker can reliably land its acid breath and agile claw strikes.
SniperLAND / AERIAL / AQUATICA Sniper provides safe cover fire while the fragile Flanker maneuvers through dangerous terrain.
PUNISHES
✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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