There is a Legacy version
here.
Fire Scamp
Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits. Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others.
Small Elemental Fire
Source Monster Core pg. 147
Recall Knowledge DC 15 • Elemental (Arcana, Nature)
Perception +3; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +7, Deception +7
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2
Smoke Vision The fire scamp ignores the concealed condition from smoke.
AC 17; Fort +3, Ref +9, Will +7
HP 16 (fast healing 2 (while touching fire)); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
Speed 20 feet, fly 25 feet
Melee [one-action] jaws +9 [+4/-1] (finesse), Damage 1d6 piercing and 1d4 fireArcane Innate Spells DC 15; Cantrips (1st) daze, ignition, light
Flame Breath [two-actions] (arcane, fire) The fire scamp breathes flames in a 15- foot cone that deals 2d4 fire damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail the save also take 1d4 persistent fire damage. The fire scamp can't use Flame Breath again for 1d4 rounds.Source Monster Core pg. 146Elemental 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, WoodThe 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.
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.
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.