Water Scamp

Creature 1
  • Small
  • amphibious
  • elemental
  • water
Perception
+3; darkvision
Languages
Thalassic
Skills
Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int −2, Wis +0, Cha +0
AC
16; Fort +7, Ref +11, Will +4
HP
20, fast healing 2 (while underwater); Immunities bleed, paralyzed, poison, sleep; Resistances acid 3, fire 3

Fast Healing 2 (While Underwater)

Speed
20 feet, fly 25 feet, swim 25 feet

Melee ◆ claw +8 (agile, finesse, unarmed), Damage 1d6+1 slashing

Arcane Innate Spells DC 17, attack +9; 2nd acid grip; 1st create water

Acid Breath ◆◆ (acid, arcane) The water scamp breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save).

The water scamp can't use Acid Breath again for 1d4 rounds.

Drench ◆ (arcane, water) The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).

Source: Pathfinder Monster Core

Running this fight? Add the water scamp to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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