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Red WispA glowing red spirit that hangs in the air. From a distance, they are hard to tell apart from flames. Because of this, there appear to be many occurrences of humans panicking after mistaking them for fires. Once feared as the manifestations of the bad emotions of the deceased, wisps are now understood to be part of the fairy family. However, there is still much to be learned about their life cycle.

Red Wisp (CR 5)

XP 1,600
N Small Fey (Fire)
Init +7; Senses darkvision 60 ft.; Perception +15


AC 21, touch 21, flat-footed 13 (+2 deflect, +7 dex, +1 dodge, +1 size)
hp 21 [36] (6d6)
mp 17
Fort +2, Ref +12, Will +8
Defensive Abilities natural invisibility; Immune magic;
Weakness Water


Speed fly 50 ft.(perfect)
Melee Shock +11 touch (2d6 fire damage)
Special Abilities Fiddle
Spells Known (FC CL 6th, Concentration +9)

At will (DC 13) bleeddetect magic, mendingmessage, read magic
1st (DC 14) fire
2nd (DC 15) burning arc, fire II


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


Fiddle (Su)

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 for 1 minute. 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 spells with the water descriptor.

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.