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Scamp Inferno

Fire scamps are playful and excitable pranksters from the Plane of Fire that have little concept of moderation. When they gather into flocks, unintentional arson is the inevitable result.

Recall Knowledge - Elemental (Arcana, Nature): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

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 Scamp InfernoCreature 5

Uncommon Gargantuan Elemental Fire Troop 
Source Battlecry! pg. 190
Perception +12; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +13, Deception +11
Str +0, Dex +5, Con +2, Int +0, Wis +0, Cha +4
Smoke Vision The scamp inferno ignores the concealed condition from smoke
AC 21; Fort +9, Ref +15, Will +12
HP 70 (4 segments, fast healing 6 (while touching fire)); Thresholds 60 (3 segments), 30 (2 segments); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses area damage 8, cold 8, splash damage 8
Troop Defenses
Speed 20 feet, fly 25 feet; troop movement
Arcane Innate Spells DC 19, attack +13 (-4 dmg); 3rd fireball; Cantrips (3rd) daze, ignition, light
Burning Bites [one-action] to [three-actions] The scamp inferno attacks with a flurry of tiny teeth and flickering flames. Each enemy in a 5-foot emanation must attempt a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6 piercing damage and 1d4 fire damage
[two-actions] 2d6+2 piercing damage and 2d4 fire damage
[three-actions] 2d6+4 piercing damage and 3d4 fire damage
Flame Breath [two-actions] (arcane, fire) The scamp inferno breathes flames in a 15-foot cone that deals 3d6 fire damage to each creature within the area (DC 19 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The scamp inferno can't use Flame Breath again for 1d4 rounds.

Other Elemental Scamp Troops

In General, All Elemental Scamps Are A Bit Mischievous, And Equally As Likely To Gather In Masses To Wreak (Often Accidental) Havoc. You Can Alter The Scamp Inferno Stat Block Above To Represent Troops Of Other Elemental Scamps. Replace The Fire Trait With The Trait Listed In Parentheses, And Apply The Other Adjustments.
  • Scamp Avalanche (Earth) Replace Smoke Vision With Tremorsense (Imprecise) 30 Feet change language to Petran; the troop's fast healing works underground; remove immunity to fire and weakness to cold; the troop gains a burrow Speed of 20 feet; replace the innate spells with 3rd one with stone and Cantrips (3rd) scatter scree; replace Burning Bites with Stone Slams, dealing bludgeoning and poison damage instead of piercing and fire damage; replace Flame Breath with Scree Breath, dealing bludgeoning damage and no persistent fire damage.
  • Scamp Flood (water) Remove smoke vision; change language to Thalassic; the troop's fast healing works underwater; remove immunity to fire and weakness to cold; add resistance to acid and fire at the same value as the weakness values; the troop gains a swim Speed of 25 feet; replace the innate spells with 2nd acid grip and 1st create water; replace Burning Bites with Drenching Claws, dealing slashing and acid damage instead of piercing and fire damage; replace Flame Breath with Acid Breath, dealing acid damage and no persistent fire damage.
  • Scamp Shrapnel (metal) Remove smoke vision; change language to Talican; the troop's fast healing works while touching metal; remove immunity to fire and weakness to cold; add resistance to electricity at the same value as the weakness values; replace the innate spells with 2nd leaden steps and Cantrips (3rd) live wire; replace Burning Bites with Metallic Claws, dealing slashing and persistent bleed damage instead of piercing and fire damage; replace Flame Breath with Shrapnel Breath, dealing slashing damage and persistent bleed damage.
  • Scamp Tangle (wood) Remove smoke vision; change language to Muan; the troop's fast healing works while touching plants or trees; remove immunity to fire and replace weakness to cold with weakness to fire and weakness to slashing; replace the innate spells with 2nd oaken resilience (self only) and Cantrips (3rd) tangle vine; replace Burning Bites with Thorny Claws, dealing piercing and persistent bleed damage instead of piercing and fire damage; replace Flame Breath with Pollen Breath, dealing poison damage and no persistent fire damage.
  • Scamp Whirlwind (air) Replace smoke vision with fog vision, which offers the same benefit in fog and mist; change language to Sussuran; the troop's fast healing works in open air; remove immunity to fire and weakness to cold; the troop increases its fly Speed to 40 feet; replace the innate spells with 2nd blur and 1st gust of wind; replace Burning Bites with Sonic Slams, dealing bludgeoning damage and sonic damage instead of piercing and fire damage; replace Flame Breath with Sirocco Breath, dealing slashing damage and pushing back a target who fails the save by 10 feet (instead of dealing persistent fire damage).

All Monsters in "Elemental, Scamp"

NameLevel
Air Scamp1
Dust Mephit1
Earth Scamp1
Fire Scamp1
Ice Mephit1
Metal Scamp1
Ooze Mephit1
Scamp Inferno6
Steam Mephit1
Water Scamp1
Wood Scamp1

Elemental, Scamp

Source Monster Core pg. 146 1.1
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.