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St. Elmo

A spirit that floats in the air, giving of a faint light. It is quite a sight to see groups of these wandering around, and it is even said in ancient texts they used to congregate around humans and were even quite friendly. It is still unknown at what point and why st. elmos began attacking humans. There are many researchers in Mysidia researching whether or not there’s a way to return to their friendly beginnings.

St. Elmo (CR 8)

XP 4,800
N Small Fey (Holy)
Init +13; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 24, touch 24, flat-footed 14 (+3 deflect, +9 dex, +1 dodge, +1 size)
hp 37 (9d6)
mp 30
Fort +3, Ref +15, Will +9
Defensive Abilities natural invisibility;
Immune magic;
Weakness Shadow;

OFFENSE

Speed fly 50 ft.(perfect)
Melee Shock +14 touch (2d8 holy damage)
Special Abilities Fiddle
Spells Known (FC CL 9th, Concentration +12)

At will (DC 13) bleeddetect magic, mendingmessage, read magic
1st (DC 14) deshell, light
2nd (DC 15) grace, light II
3rd (DC 16) deshell II, deshellra, light III, lightra

STATISTICS

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

SPECIAL ABILITIES

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. 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 dark 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.