A spirit that emanates a light-green glow while floating through the air. In general, how spirits come about is shrouded in mystery, but for the ignis fatuus, there is a theory that they came from a gigantic ignis fatuus discovered deep within a forest, which is believed to be the mother of all the ignis fatuus. That certain ignis fatuus escaped capture, but there is no doubt that its discovery has accelerated ongoing research over the mysteries of spirits.
Ignis Fatuus (CR 11)
AC 26, touch 26, flat-footed 14 (+3 deflect, +11 dex, +1 dodge, +1 size)
hp 49  (14d6)
Fort +4, Ref +20, Will +14
Defensive Abilities natural invisibility;
Absorb Earth, Fire, Water, Wind; Immune magic;
Speed fly 50 ft.(perfect)
Melee Shock +18 touch (2d10 earth, fire, water, or wind damage)
Special Abilities Fiddle
Spells Known (FC CL 14th, Concentration +19)
At will (DC 15) – bleed, detect magic, mending, message, read magic
1st (DC 16) – aero, fire, stone, water
2nd (DC 17) – aero II, fire II, stone II, water II
3rd (DC 18) – aera, aero III, dispel, fira, fire III, stone III, stonera, water III, watera
4th (DC 19) – aero IV, blaze spikes, comet, fire IV, gale spikes, rock spikes, stone IV, torrent spikes, water IV
Str 1, Dex 33, Con 10, Int 20, Wis 16, Cha 14
Base Atk +7; CMB +1; CMD 26
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Spell Penetration, Weapon Finesse
Skills Acrobatics +29, Bluff +16, Escape Artist +27, Fly +37, Perception +23, Stealth +31
Languages Aklo, Common, Elvaan + 2 others (DM’s choice)
Once every 1d4+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 19). 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 dark or light 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.