Water Scamp (BB)
Level 1Creature· elementalSmallRemaster
AC
16
HP
20
Speed
20 ft.
Perception
+3
Fort
+7
Ref
+11
Will
+4
Immunities bleed, poison, sleep
Resistances acid 3, fire 3
Senses darkvision
Skills athletics +6, stealth +6
Other Speeds fly 25 ft., swim 25 ft.
Recall Knowledge DC 15 (nature)
Attacks
Melee Claw +8 (agile, finesse, unarmed), Damage 1d6+1 slashing
Abilities
Fast Healing 2 (While Underwater)
Acid Breath◆◆
The water scamp breathes acid that deals 2d6 acid damage in a 15-foot cone. Each creature in the area must attempt a DC 17 reflex save. The water scamp can't use Acid Breath again for .
Drench◆
The water scamp shakes out a seemingly endless supply of water from its fur to put out all non-magical fires within 5 feet.
Elemental scamps are bat-like critters marked by elemental powers. 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.