A type of elemental which emits a sickly green light as it floats through the air. They often lead travelers astray deep in the forest, bobbing tantalizingly like the lanterns held aloft by fellow pilgrims. Green wisps are drawn to the life energy of humans and their light can have a soothing, almost hypnotic effect that makes their prey more malleable. When a loved one gets lost in the woods, only to be found some time later in a weakened daze, you can rightly assume that a green wisp is most likely to blame.
Green Wisp (CR 5)
N Small Fey (Wind)
Init +7; Senses darkvision 60 ft.; Perception +15
AC 21, touch 21, flat-footed 13 (+2 deflect, +7 dex, +1 dodge, +1 size)
hp 25 (6d6)
Fort +1, Ref +12, Will +8
Defensive Abilities natural invisibility; Immune magic;
Speed fly 50 ft.(perfect)
Melee Shock +11 touch (2d6 wind damage)
Special Abilities Fiddle
Spells Known (FC CL 6th, Concentration +9)
Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14
Base Atk +3; CMB -3; CMD 12
Feats Alertness, Dodge, Weapon Finesse
Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20
Languages Aklo, Common
Once every 1d6+1 rounds, the wisp’s ability to create a surprisingly pleasant sound not unlike that of a tiny fiddle. 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 ice related spells or better.
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.