columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Monster Core"
name: "Water Scamp"
level: "Creature 1"
alignment: ""
size: "Small"
trait_01: [[amphibious]]
trait_02: [[elemental]]
trait_03: [[water]]
modifier: 3
perception:
- name: "Perception"
desc: "+3; Darkvision"
languages: "Thalassic"
skills:
- name: "Skills"
desc: "Athletics: +6, Stealth: +6"
abilityMods: [1, 3, 1, -2, 0, 0]
speed: 20 feet, fly 25 feet, swim 25 feet
sourcebook: "_Pathfinder Monster Core_"
ac: 16
armorclass:
- name: AC
desc: "16; __Fort__ +7, __Ref__ +11, __Will__ +4"
hp: 20
health:
- name: ""
- name: HP
desc: "20, fast healing 2 (while underwater); __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ acid 3, fire 3"
abilities_top:
- name: ""
abilities_mid:
- name: ""
- name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Underwater)]]"
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` Claw"
desc: "+8 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
- name: "Arcane Innate Spells"
desc: "DC 17, attack +9; __2nd __ _[[Spells/Acid Grip|Acid Grip]]_; __1st __ _[[Spells/Create Water|Create Water]]_"
- name: "Acid Breath"
desc: "`pf2:2` (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 check save).\n\nThe water scamp can't use Acid Breath again for 1d4 rounds."
- name: "Drench"
desc: "`pf2:1` (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)."
name: Water Scamp
creatures:
- 1: Water ScampWater 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 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.