Scamp Whirlwind

Level 6
Creature· airUncommonGargantuanRemaster
AC 23
HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments))
Speed 20 ft.
Fort +11
Ref +17
Will +14
Perc +14
Size Gargantuan
Uncommon
Immunities bleed, paralyzed, poison, sleep
Weaknesses area damage 8, splash damage 8
Spells
Arcane Innate Spells (DC 21, attack +15)
Languages sussuran
Senses darkvision
Speeds 20 ft., burrow 20 ft., fly 40 ft.
Skills acrobatics +15, deception +13
Recall Knowledge nature DC 24

Abilities

Fog Visioninteraction

The scamp whirlwind ignores the Concealed condition from fog.

Fast Healing (In Open Air)defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Troop Defensesdefensive

HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments) Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movementdefensive

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Sirocco Breath◆◆offensive(arcane, earth)

The scamp whirlwind breathes in a 15-foot cone that deals 3d6 slashing damage to each creature within the area (DC 21 reflex save). Creatures that fail the save also get pushed back by 10 feet. The scamp whirlwind can't use Sirocco Breath again for 1d4 rounds.

Sonic Slamsoffensive

1 to 3 The scamp whirlwind attacks with a flurry of tiny slams. Each enemy in a 5-foot emanation must attempt a DC 21 reflex save. The damage depends on the number of actions. 1 1d6 bludgeoning damage and 1d4 sonic damage 2 2d6+2 bludgeoning damage and 2d4 sonic damage 3 2d6+4 bludgeoning damage and 3d4 sonic damage

Description

In general, all elemental scamps are a bit mischievous, and equally as likely to gather in masses to wreak (often accidental) havoc.