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Water Scamp
Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin.
commonElementalWater
Lvl 1ElementalWater
- AC
- 16
- HP
- 20
- Perc
- +3
- Fort
- +7
- Ref
- +11
- Will
- +4
- STR
- +1
- DEX
- +3
- CON
- +1
- INT
- -2
- WIS
- +0
- CHA
- +0
Speed20 ft, fly 25 ft, swim 25 ft
Actions
- claw +8 1d6+1 slashing
- AC
- 16
- HP
- 20
- STR
- +1
- DEX
- +3
- CON
- +1
- INT
- -2
- WIS
- +0
- CHA
- +0
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.
AC 16
Fort +7
Ref +11
Will +4
HP 20
(fast healing 2 (while underwater))
Immunities
bleed, paralyzed, poison, sleep
Speed 20 feet, fly 25 feet, swim 25 feet
Melee
[Single Action]
claw +8 (Agile, Finesse),
Damage 1d6+1 slashing
Arcane Innate Spells DC 17, attack +9
- 1st
- 2nd