Weak Air Scamp

Level 1
Creature· airSmallRemaster
AC 14
HP 2 (fast healing 2 (in open air))
Speed 20 ft.
Fort +1
Ref +7
Will +5
Perc +1
Size Small
Common
Immunities bleed, paralyzed, poison, sleep
Spells
Arcane Innate Spells (DC 15, attack +7)
Languages sussuran
Senses darkvision
Speeds 20 ft., fly 40 ft.
Skills acrobatics +5, stealth +5
Recall Knowledge nature DC 15

Attacks

Melee Jaws +7/+2/-3(finesse, unarmed)
Damage: 1d6-1 piercing

Abilities

Fog Visioninteraction

The air scamp ignores the Concealed condition from fog and mist.

Fast Healing 2 (In Open Air)defensive

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

Sirocco Breath◆◆offensive(air, arcane)

The air scamp creates cutting winds in a 15-foot cone that deal (2d6-4) slashing damage to each creature within the area (DC 15 reflex save). A creature that fails its save is also pushed back 10 feet. The air scamp can't use Sirocco Breath again for 1d4 rounds.

Description

A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.


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.