A spirit that drifts along in the air, shining a brilliant crimson. These spirits are found constantly separating and merging with other rubies. Their synchronized movement has long been a matter of discussion among researchers. They believe these spirits act in such a way to increase their numbers, but the truth is yet unknown. There have been many incidents where people were found drained after trying to touch them, seemingly mesmerized from their beautiful brilliance. Because of this, many places evacuate their people when they appear.
Ruby (CR 8)
N Small Fey (Fire)
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 fire damage)
Special Abilities Fiddle, Healing Flame
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 1d2+1 rounds, the ruby’s ability to create a surprisingly pleasant sound not unlike that of a tiny fiddle. The ruby 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 17). 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).
Healing Flame (Su)
Once every 1d4 rounds as a standard action, Ruby manifests a scared flame beneath his foe up to 30 feet away, dealing 6d6 points of damage (half holy/fire) and heals himself for half the damage dealt. The target must make a successful Fortitude save (DC 17) to take half damage and Ruby does not gain any hit points. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).
Immunity to Magic (Su)
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water 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.