Water Scamp (BB)
Level 1Creature· elementalSmallRemaster
AC 16
HP 20 (fast healing 2 (while underwater))
Speed 20 ft.
Fort +7
Ref +11
Will +4
Perc +3
Size Small
Common
Spells
Spells (DC 17, attack +9)
2nd Acid Grip
Senses darkvision
Speeds 20 ft., fly 25 ft., swim 25 ft.
Skills athletics +6, stealth +6
Recall Knowledge nature DC 15
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.
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.
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.