Water Scamp (BB)

Level 1
Creature· elementalSmallRemaster
AC 16
HP 20 (fast healing 2 (while underwater))
Speed 20 ft.
Fort +7
Ref +11
Will +4
Perc +3
Size Small
Common
Immunities bleed, poison, sleep
Resistances acid 3, fire 3
Spells
Spells (DC 17, attack +9)
Senses darkvision
Speeds 20 ft., fly 25 ft., swim 25 ft.
Skills athletics +6, stealth +6
Recall Knowledge nature DC 15

Attacks

Melee Claw +8/+4/+0(agile, finesse, unarmed)
Damage: 1d6+1 slashing

Abilities

Fast Healing 2 (While Underwater)defensive

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

Acid Breath◆◆offensive(acid, arcane)

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 1d4 rounds.

Drenchoffensive(arcane, water)

The water scamp shakes out a seemingly endless supply of water from its fur to put out all non-magical fires within 5 feet.

Description

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.