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WispThis faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a glowing orb visible somewhere in its depths.

Wisp (CR 3)

XP 800
N Small Fey (Non-element)
Init +5; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 18, touch 18, flat-footed 12 (+1 deflect, +5 dex, +1 dodge, +1 size)
hp 14 [24] (4d6)
mp 8
Fort +0, Ref +9, Will +7
Defensive Abilities natural invisibility;
Immune magic;

OFFENSE

Speed fly 50 ft.(perfect)
Melee Shock +8 touch (1d8 non-elemental damage)
Special Abilities Fiddle
Spells Known (FC CL 4th, Concentration +7)

At will (DC 13) detect magic, mendingmessage, read magic
1st (DC 14) ruin
2nd (DC 15) poison

STATISTICS

Str 1, Dex 20, Con 10, Int 15, Wis 16, Cha 14
Base Atk +2; CMB -4; CMD 13
Feats Dodge, Weapon Finesse
Skills Acrobatics +12, Bluff +9, Escape Artist +12, Fly +22, Perception +10, Stealth +16
Languages Aklo, Common

SPECIAL ABILITIES

Fiddle (Su)

1/day, the wisp’s ability to create a surprisingly pleasant sound not unlike that of a tiny fiddle for 1 minute. The wisp creates a catchy tune that compels any creature within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a successful Will save (DC 15). Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered for the duration of this spell. Once a creature makes the save against this spell, it is immune to further fiddle effects from that caster for 24 hours. This is a sonic mind-affecting effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).

Immunity to Magic (Su)

Wisp are immune to all spells and spell-like abilities that allow spell resistance, except 2nd level spells or above.

Natural Invisibility (Ex)

Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. If they get hit or attack in any form they become visible for 1d4 rounds.