columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Monster Core"
name: "Air Scamp"
level: "Creature 1"
alignment: ""
size: "Small"
trait_01: [[air]]
trait_02: [[elemental]]
modifier: 3
perception:
- name: "Perception"
desc: "+3; Darkvision"
languages: "Sussuran"
skills:
- name: "Skills"
desc: "Acrobatics: +7, Stealth: +7"
abilityMods: [1, 4, 0, -2, 0, 0]
speed: 20 feet, fly 40 feet
sourcebook: "_Pathfinder Monster Core_"
ac: 16
armorclass:
- name: AC
desc: "16; __Fort__ +3, __Ref__ +9, __Will__ +7"
hp: 12
health:
- name: ""
- name: HP
desc: "12, fast healing 2 (in open air); __Immunities__ bleed, paralyzed, poison, sleep"
abilities_top:
- name: ""
- name: "Fog Vision"
desc: " The air scamp ignores the [[Conditions/Concealed|Concealed]] condition from fog and mist."
abilities_mid:
- name: ""
- name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (In Open Air)]]"
desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Jaws"
desc: "+9 (finesse)\n__Damage__ 1d6 + 1 piercing"
- name: "Arcane Innate Spells"
desc: "DC 17, attack +9; __2nd __ _[[Spells/Blur|Blur]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_"
- name: "Sirocco Breath"
desc: "`pf2:2` (air,arcane) The air scamp creates cutting winds in a 15-foot cone that deal 2d6 slashing damage to each creature within the area (DC 17 Reflex check save). A creature that fails its save is also pushed back 10 feet.\n\nThe air scamp can't use Sirocco Breath again for 1d4 rounds."
name: Air Scamp
creatures:
- 1: Air ScampA pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.
Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.
Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.