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Monsters

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