Weak Animated Flame

Level -1
Creature· elementalUncommonSmallRemaster
AC 15
HP 6 (fast healing 1 (while touching fire))
Speed 20 ft.
Fort +1
Ref +7
Will +1
Perc +1
Size Small
Uncommon
Immunities bleed, paralyzed, poison, sleep, fire
Weaknesses cold 3
Spells
Arcane Innate Spells (DC 15, attack +7)
Cantrips Daze, Ignition, Light
Languages pyric
Senses darkvision
Speeds 20 ft., fly 25 ft.
Skills acrobatics +5
Recall Knowledge nature DC 15

Attacks

Melee Ram +7/+2/-3(finesse)
Damage: 1d4 fire + 1d6-2 piercing

Abilities

Panic of Failure Foreseeninteraction

If the animated flame leaves the village, willingly or otherwise, it becomes Frightened 2 for 2 rounds.

Price of Failureinteraction

If the animated flame starts its turn outside the village after it arrives, it dissipates.

Smoke Visioninteraction

The animated flame ignores the Concealed condition from smoke.

Fast Healing 2 (While Touching Fire)defensive

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

Flame Breath◆◆offensive(arcane, fire)

The animated flame breathes flames in a 15-foot cone that deals (2d4-4) fire damage to each creature within the area (DC 15 reflex save). Creatures that fail the save also take 1d4 persistent fire damage. The animated flame can't use Flame Breath again for 1d4 rounds.

Description

Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits.

Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others.


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.