A sort of spirit that drifts through the air, emitting light. It lures victims to abandoned sites then attacks. There have been many cases where people, who found themselves lost, are found drained after mistaking these spirits as lights to a home. These spirits lack speed, so it is quite easy to run from them. In recent years, there have been sightings of these spirits floating through the air in rows.
Hitobosu (CR 8)
N Small Fey (Lightning)
Init +13; Senses darkvision 60 ft.; Perception +18
AC 24, touch 24, flat-footed 14 (+3 deflect, +9 dex, +1 dodge, +1 size)
hp 37 (9d6)
Fort +3, Ref +15, Will +9
Defensive Abilities natural invisibility; Immune magic;
Speed fly 50 ft.(perfect)
Melee Shock +14 touch (2d8 lightning damage)
Special Abilities Fiddle
Spells Known (FC CL 9th, Concentration +12)
Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14
Base Atk +4; CMB -2; CMD 17
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23
Languages Aklo, Common, Elvaan
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 16). 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 earth 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.