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From Pathfinder #216: The Acropolis Pyre, which isn't enabled.

Metal Scamp

CREATURE 1

Variant metal scamp

The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything around them, sometimes even to their own detriment. Metal scamps have a severe appearance, with pointed facial features and angular limbs, and their skin can be the color of any metal, often heavily oxidized as if by years of exposure to the elements.


Perception +3; darkvision
Languages Talican
Skills Athletics +7, Stealth +5
Str +2, Dex +0, Con +2, Int -2, Wis +0, Cha +0

AC 15; Fort +7, Ref +5, Will +5
HP 20, fast healing 2 (while touching metal); Immunities bleed, paralyzed, poison, sleep; Resistances electricity 3
Fast Healing 2 (While Touching Metal)

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


Speed 25 feet, fly 25 feet
Melee Claw +9, Damage 1d6+2 slashing
Arcane Innate Spells DC 17, attack +9; 2nd Magnetic Attraction
Breathe Shrapnel (arcane, metal)

The metal scamp breathes a 15-foot cone of jagged metal flakes that deals 2d4 slashing plus 1d4 bleed damage to each creature within the area (DC 17 basic Reflex save).

The metal scamp can't Breathe Shrapnel again for 1d4 rounds.

Metal Mayhem

In place of the spell's typical effect, the metal scamp can cast magnetic attraction to send metal tools, ingots, and other objects flying throughout the workshop interior. This deals 1d4 bludgeoning damage (DC 16 basic Reflex) to all creatures inside the workshop except those with greater cover or the metal trait. Once per round, the scamp can Sustain the spell to repeat the damage. While this effect is active, the scamps are in contact with metal for the purpose of their fast healing.

Pathfinder #216: The Acropolis PyreORC