Water Scamp
Creature 1- 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