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From Pathfinder Beginner Box: Secrets of the Unlit Star, which isn't enabled.

Water Scamp (BB)

CREATURE 1

Elemental scamps are bat-like critters marked by elemental powers. Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and conjure enough water to never dry out, water scamps leave the water only when they must.


Perception +3; darkvision
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, poison, sleep; Resistances acid 3, fire 3
Fast Healing 2 (While Underwater)

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


Speed 20 feet, fly 25 feet, swim 25 feet
Melee Claw +8 (agile, finesse, unarmed), Damage 1d6+1 slashing
Spells DC 17, attack +9; 2nd Acid Grip
Acid Breath (acid, arcane)

The water scamp breathes acid that deals 2d6 acid damage in a 15-foot cone. Each creature in the area must attempt a 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 non-magical fires within 5 feet.

Pathfinder Beginner Box: Secrets of the Unlit StarORC