
Hitobosu (CR 8)
XP 4,800
N Small Fey (Lightning)
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 45 [78] (13d6)
mp 67
Fort +4, Ref +17, Will +11
Defensive Abilities natural invisibility;
Immune magic;
Weakness Earth;
OFFENSE
Speed fly 50 ft.(perfect)
Melee Shock +16 touch (2d8 lightning damage)
Special Abilities Fiddle
Spells Known (FC CL 13th, Concentration +16)
At will (DC 13) – bleed, detect magic, mending, message, read magic
1st (DC 14) – thunder
2nd (DC 15) – defensive shock, thunder II
3rd (DC 16) – thundara, thunder III
STATISTICS
Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 19
Feats Alertness, Blind-Fight, Dodge, Elemental Focus (Lightning), Extra MP, 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 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 spells with the earth descriptor.
Natural Invisibility (Ex)
Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.