
Blue Wisp (CR 5)
XP 1,600
N Small Fey (Water)
Init +7; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 21, touch 21, flat-footed 13 (+2 deflect, +7 dex, +1 dodge, +1 size)
hp 28 [48] (8d6)
mp 25
Fort +2, Ref +13, Will +9
Defensive Abilities natural invisibility; Immune magic;
Weakness Lightning
OFFENSE
Speed fly 50 ft.(perfect)
Melee Shock +12 touch (2d6 water damage)
Special Abilities Fiddle
Spells Known (FC CL 6th, Concentration +9)
At will (DC 13) – bleed, detect magic, mending, message, read magic
1st (DC 14) – water
2nd (DC 15) – engulf II, water II
STATISTICS
Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14
Base Atk +4; CMB -2; CMD 13
Feats Alertness, Dodge, Elemental Focus (Water), Weapon Finesse
Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20
Languages Aklo, Common
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 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).
Immunity to Magic (Su)
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except spells with the lightning 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.