Hardlight Scamp Creature 1

Recall Knowledge - Construct (Arcana): DC 15
Recall Knowledge - Construct (Crafting): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak

Hardlight Scamp Creature 1

Perception +3 (darkvision)
Languages Common
Skills Acrobatics +7, Performance +7, Society +3, Stealth +7
Str +0 Dex +4 Con +0 Int -1 Wis +2 Cha +4

AC 15
Fort +2
Ref +7
Will +5
HP 16
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Resistances physical 2 (except ghost killer)
Weaknesses electricity 2, force 2
Tethered 100 feet. A hardlight scamp can't travel more than 100 feet from its projector. A hardlight scamp reduced to 0 HP vanishes, though its projector reconstructs it in 1d4 hours. The only way to permanently destroy a hardlight scamp is to find its projector and either repair or destroy it.

Speed 20 feet (hover), fly 30 feet
Ranged [one-action] hardlight beam +9 (agilerange increment 60 feet), Damage 1d4+2 force
Arcane Innate Spells DC 17 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd Cantrips (2nd)
Freeze [three-actions] The hardlight scamp holds perfectly still so it appears as a normal hologram and becomes hidden. A hardlight scamp can Freeze even while being observed and counts as being concealed.
Holospark [one-action] The hardlight scamp shoots sparks at a creature within 60 feet. The target must succeed at a DC 17 Fortitude save or be dazzled for 1 round (1 minute on a critical failure).