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There is a Legacy version here.

PFS StandardWater Scamp

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. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming.

Recall Knowledge - Elemental (Arcana, Nature): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Water ScampCreature -1

Small Elemental Water 
Source Monster Core pg. 147
Perception +3; darkvision
Languages Thalassic
Skills Athletics +4, Stealth +4
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0
AC 14; Fort +5, Ref +9, Will +2
HP 10 (fast healing 2 (while underwater)); Immunities bleed, paralyzed, poison, sleep; Resistances acid 3, fire 3
Speed 20 feet, fly 25 feet, swim 25 feet
Melee [one-action] claw +6 [+2/-2] (agile, finesse), Damage 1d6-2+1 slashingArcane Innate Spells DC 15, attack +7 (-4 dmg); 2nd acid grip; 1st create water
Acid Breath [two-actions] (acid, arcane) The water scamp breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 15 basic Reflex save). The water scamp can't use Acid Breath again for 1d4 rounds.Drench [one-action] (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).

All Monsters in "Elemental, Scamp"

NameLevel
Air Scamp1
Dust Mephit1
Earth Scamp1
Fire Scamp1
Ice Mephit1
Metal Scamp1
Ooze Mephit1
Steam Mephit1
Water Scamp1
Wood Scamp1

Elemental, Scamp

Source Monster Core pg. 146
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.

Elemental

Related Groups Elemental, Air, Elemental, Air, Elemental, Earth, Elemental, Earth, Elemental, Fire, Elemental, Fire, Elemental, Mephit, Elemental, Metal, Elemental, Water, Elemental, Water, Elemental, Wisp, Elemental, Wood
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Additional Lore Conjuring Scamps

Scamps are a favorite target for lowlevel spellcasters to summon, both because they have several useful abilities and because they are relatively easy to command and manipulate. Still, care must be taken when using scamps as minions, because if left unwatched or unattended for too long, they can cause all sorts of mischief.

Sidebar - Related Creatures Other Scamps

The four scamps presented here are but the most common of their kind. Metal scamps can be found on the Plane of Metal and wood scamps on the Plane of Wood, although wood scamps are excited to spread throughout the Universe they've long been barred from.