This 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, mending, message, 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.