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Wood Scamp

Creature 1 — elemental, plant, wood

These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal's fur that attracts additional fungi and pollinating insects. Unless summoned or attacked, they rarely leave the trees upon which they first formed. At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but don't be fooled. The woods can be a dangerous place. Th

Source: rage-of-elements-bestiary

Perception +3
Skills athletics +5, stealth +7
Str
+3
Dex
+1
Con
+0
Int
-2
Wis
+0
Cha
+1
AC 14 Fort +6 Ref +4 Will +10
HP 24
Immunities bleed, paralyzed, poison, sleep
Weaknesses fire 3, slashing 3
Speed 20 feet, climb 15 feet, fly 25 feet

Offense

Melee Claw +8, Damage 1d6 piercing

Abilities

Breathe Pollen (arcane, plant) — The wood scamp breathes choking pollen in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 Reflex save; creatures who don't need to breathe are immune). The wood scamp can't Breathe Pollen again for 1d4 rounds.
Thorn Puncture — The wood scamp breaks off one of its thorn-like claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.

Spells

Oaken Resilience (Self Only) (rank 2)
Tangle Vine (rank 1)
Verdant Sprout (rank 1)

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