NPCs/Water Scamp: Difference between revisions
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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. | 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. | ||
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<b>Defense & Saves</b> | |||
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* '''HP:''' 20 | |||
* '''AC:''' 16 | |||
* '''Perception:''' +0 | |||
* '''Speed:''' 20 ft., 25 ft. Fly, 25 ft. Swim | |||
* '''Fortitude:''' +7 | |||
* '''Reflex:''' +11 | |||
* '''Will:''' +4 | |||
* '''Immunities:''' Bleed, Paralyzed, Poison, Sleep | |||
* '''Resistances:''' Acid 3, Fire 3 | |||
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<b>Ability Scores</b> | |||
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{| class="wikitable" style="text-align:center; width:100%;" | |||
|- | |||
! STR !! DEX !! CON !! INT !! WIS !! CHA | |||
|- | |||
| +1 || +3 || +1 || -2 || +0 || +0 | |||
|} | |||
</div> | |||
</div> | |||
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<b>Skills</b> | |||
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{| class="wikitable sortable" style="width:100%;" | |||
! Skill !! Modifier | |||
|- | |||
| Athletics || +0 | |||
|- | |||
| Stealth || +0 | |||
|} | |||
</div> | |||
</div> | |||
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<b>Actions & Abilities</b> | |||
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=====Attacks===== | |||
; '''Claw''' <small>(agile, finesse, unarmed)</small> +8 — 1d6+1 slashing | |||
=====Abilities===== | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Fast Healing 2 (While Underwater)" style="vertical-align:middle;" /></html> '''Fast Healing 2 (While Underwater)''' | |||
: @Localize[PF2E.NPC.Abilities.Glossary.FastHealing] | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/action.svg" width="20" height="20" alt="Drench" style="vertical-align:middle;" /></html> '''Drench''' <small>(arcane, water)</small> | |||
: The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a @Template[emanation|distance:5]. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires ({+7} counteract modifier). | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/action.svg" width="20" height="20" alt="Acid Breath" style="vertical-align:middle;" /></html> '''Acid Breath''' <small>(acid, arcane)</small> | |||
: The water scamp breathes acid in a @Template[cone|distance:15] that deals @Damage[2d6[acid]|options:area-damage] damage to each creature within the area (@Check[reflex|dc:17|basic|options:area-effect] save). | |||
The water scamp can't use Acid Breath again for {1d4 rounds}. | |||
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<b>Spellcasting</b> | |||
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=====Arcane Innate Spells (Arcane) — Innate===== | |||
; DC 17 | Attack +9 | |||
'''Rank 1''' | |||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/spells/create-water.webp" width="18" height="18" alt="Create Water" style="vertical-align:middle;" /></html> [[Create Water]] <small>[concentrate, manipulate, water]</small> | |||
'''Rank 2''' | |||
* <html><img src="https://foundry.atkennedy.com/icons/magic/acid/dissolve-arm-flesh.webp" width="18" height="18" alt="Acid Grip" style="vertical-align:middle;" /></html> [[Acid Grip]] <small>[acid, concentrate, manipulate]</small> | |||
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''Last synced: 2026-06-20 19:52'' | |||
[[Category:NPCs]] | |||
Revision as of 00:52, 21 June 2026
Water Scamp
| Water Scamp | |
|---|---|
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|
| Level | 1 |
| Size | Small |
Description
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. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming.
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.
Defense & Saves
- HP: 20
- AC: 16
- Perception: +0
- Speed: 20 ft., 25 ft. Fly, 25 ft. Swim
- Fortitude: +7
- Reflex: +11
- Will: +4
- Immunities: Bleed, Paralyzed, Poison, Sleep
- Resistances: Acid 3, Fire 3
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +3 | +1 | -2 | +0 | +0 |
Skills
| Skill | Modifier |
|---|---|
| Athletics | +0 |
| Stealth | +0 |
Actions & Abilities
Attacks
- Claw (agile, finesse, unarmed) +8 — 1d6+1 slashing
Abilities
Fast Healing 2 (While Underwater)- @Localize[PF2E.NPC.Abilities.Glossary.FastHealing]
Drench (arcane, water)
- The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a @Template[emanation|distance:5]. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires ({+7} counteract modifier).
Acid Breath (acid, arcane)
- The water scamp breathes acid in a @Template[cone|distance:15] that deals @Damage[2d6[acid]|options:area-damage] damage to each creature within the area (@Check[reflex|dc:17|basic|options:area-effect] save).
The water scamp can't use Acid Breath again for {1d4 rounds}.
Spellcasting
Arcane Innate Spells (Arcane) — Innate
- DC 17 | Attack +9
Rank 1
Create Water [concentrate, manipulate, water]
Rank 2
Acid Grip [acid, concentrate, manipulate]
Last synced: 2026-06-20 19:52
