02-15-2019, 01:06 PM
Wisp Family
Blue Wisp
A floating monster that emits a constant, eerie light. In more superstitious times, these wisps were thought to be souls of the dead, unable to move on from our plane, and were greatly feared. But we now know they are a subset of fairies. They do not require sustenance in the traditional sense but appear to absorb magic from the atmosphere to convert into energy. Wisps are very sensitive to magical vibrations and often swarm around powerful magic-users. Luckily it is quite easy to see them coming, given their radiant appearance.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 water damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Water (DC 14)
2nd – Engulf (DC 15), Water II (DC 15)
3rd – Water III (DC 16), Watera (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except lightning related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Green Wisp
A type of elemental which emits a sickly green light as it floats through the air. They often lead travelers astray deep in the forest, bobbing tantalizingly like the lanterns held aloft by fellow pilgrims. Green wisps are drawn to the life energy of humans and their light can have a soothing, almost hypnotic effect that makes their prey more malleable. When a loved one gets lost in the woods, only to be found some time later in a weakened daze, you can rightly assume that a green wisp is most likely to blame.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness ice[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 wind damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Aero (DC 14)
2nd – Aero II (DC 15), Wind Barrier
3rd – Aera (DC 16), Aero III (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ice related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Hitobosu
A sort of spirit that drifts through the air, emitting light. It lures victims to abandoned sites then attacks. There have been many cases where people, who found themselves lost, are found drained after mistaking these spirits as lights to a home. These spirits lack speed, so it is quite easy to run from them. In recent years, there have been sightings of these spirits floating through the air in rows.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Lightning)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness earth[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 lightning damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Thunder (DC 14)
2nd – Defensive Shock (DC 15), Thunder II (DC 15)
3rd – Thundara (DC 16), Thunder III (DC 16)
4th – Shock Spikes, Thunder IV (DC 17)
5th – Shock (DC 18), Thundaga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except earth related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Ignis Fatuus
A spirit that emanates a light-green glow while floating through the air. In general, how spirits come about is shrouded in mystery, but for the ignis fatuus, there is a theory that they came from a gigantic ignis fatuus discovered deep within a forest, which is believed to be the mother of all the ignis fatuus. That certain ignis fatuus escaped capture, but there is no doubt that its discovery has accelerated ongoing research over the mysteries of spirits.
[color=#000000][font=Times New Roman, serif]CR 8 XP 4,800[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Earth, Fire, Water, Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +15; Senses darkvision 90 ft.; Perception +23[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 26, touch 26, flat-footed 14 (+3 deflection, +11 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 58 (14d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 103[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +4, Ref +20, Will +14[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Absorb Earth, Fire, Water, Wind; Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +18 touch (2d10 earth, fire, water, or wind damage)[/font][/color]
Spells Known(Black Mage CL 14th, concentration +19)
1st – Aero (DC 16), Fire (DC 16), Stone (DC 16), Water (DC 16)
2nd – Aero II (DC 17), Fire II (DC 17), Stone II (DC 17), Water II (DC 17)
3rd – Aera (DC 18), Aero III (DC 18), Dispel, Fira (DC 18), Fire III (DC 18), Stone III (DC 18), Stonera (DC 18), Water III (DC 18), Watera (DC 18)
4th – Aero IV (DC 19), Blaze Spikes, Comet (DC 19), Fire IV (DC 19), Gale Spikes, Rock Spikes, Stone IV, Stoneskin, Torrent Spikes, Water IV (DC 19)
5th – Aeroga (DC 20), Burn (DC 20), Crush (DC 20), Drown (DC 20), Firaga (DC 20), Slice (DC 20), Stonega (DC 20), Waterga (DC 20)
6th – Blaze Spikes II, Cometra (DC 21), Gale Spikes II, Flare (DC 21), Flood (DC 21), Quake (DC 21), Rock Spikes II, Tornado (DC 21), Torrent Spikes II
7th – Burn II (DC 22), Crush II (DC 22), Drown II (DC 22), Slice II (DC 22)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 33, Con 10, Int 20, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +7; CMB +1; CMD 22[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Spell Penetration, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +29, Bluff +16, Escape Artist +27, Fly +37, Perception +23, Stealth +31[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan + 2 more[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark or light related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Red Wisp
A 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.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 fire damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd – Fira (DC 16), Fire III (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Ruby
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.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 fire damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd – Fira (DC 16), Fire III (DC 16)
4th – Blaze Spikes, Comet (DC 17), Fire IV (DC 17)
5th – Burn (DC 18), Firaga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Shiranui
A fairy that floats around in the air giving off a white light. During the day it loiters around various places, preying on any humans it finds. Though the motive is unknown, they have been found gathering above the ocean from night to dawn. It is widely known that the ocean becomes choppy and tumultuous when shiranuis are found.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Ruin (DC 14)
2nd – Poison (DC 15)
3rd – Bio (DC 16), Dispel
4th – Ruinra (DC 17), Poisonga (DC 17)
5th – Poisonja (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except non-elemental related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
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.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Light)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness shadow[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 holy damage)[/font][/color]
Spells Known(White Mage CL 9th, concentration +12)
1st – Deshell (DC 14), Light (DC 14)
2nd – Grace, Light II (DC 15)
3rd – Deshell II (DC 16), Deshellra (DC 16), Light III (DC 16), Lightra (DC 16)
4th – Holy (DC 17), Light IV (DC 17)
5th – Deshell III (DC 18), Deshellra II (DC 18), Lightga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Wisp
This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a glowing orb visible somewhere in its depths.
[color=#000000][font=Times New Roman, serif]CR 2 XP 600[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses darkvision 60 ft.; Perception +12[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 18, touch 18, flat-footed 12 (+1 deflection, +5 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 16 (4d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 7[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +0, Ref +9, Will +7[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +8 touch (1d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 3rd, concentration +5)
1st – Ruin (DC 13)
2nd – Poison (DC 14)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 20, Con 10, Int 15, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +2; CMB -4; CMD 11[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +11, Bluff +5, Escape Artist +11, Fly +21, Perception +12, Stealth +15[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ruin or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Blue Wisp
A floating monster that emits a constant, eerie light. In more superstitious times, these wisps were thought to be souls of the dead, unable to move on from our plane, and were greatly feared. But we now know they are a subset of fairies. They do not require sustenance in the traditional sense but appear to absorb magic from the atmosphere to convert into energy. Wisps are very sensitive to magical vibrations and often swarm around powerful magic-users. Luckily it is quite easy to see them coming, given their radiant appearance.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 water damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Water (DC 14)
2nd – Engulf (DC 15), Water II (DC 15)
3rd – Water III (DC 16), Watera (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except lightning related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Green Wisp
A type of elemental which emits a sickly green light as it floats through the air. They often lead travelers astray deep in the forest, bobbing tantalizingly like the lanterns held aloft by fellow pilgrims. Green wisps are drawn to the life energy of humans and their light can have a soothing, almost hypnotic effect that makes their prey more malleable. When a loved one gets lost in the woods, only to be found some time later in a weakened daze, you can rightly assume that a green wisp is most likely to blame.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness ice[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 wind damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Aero (DC 14)
2nd – Aero II (DC 15), Wind Barrier
3rd – Aera (DC 16), Aero III (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ice related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Hitobosu
A sort of spirit that drifts through the air, emitting light. It lures victims to abandoned sites then attacks. There have been many cases where people, who found themselves lost, are found drained after mistaking these spirits as lights to a home. These spirits lack speed, so it is quite easy to run from them. In recent years, there have been sightings of these spirits floating through the air in rows.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Lightning)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness earth[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 lightning damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Thunder (DC 14)
2nd – Defensive Shock (DC 15), Thunder II (DC 15)
3rd – Thundara (DC 16), Thunder III (DC 16)
4th – Shock Spikes, Thunder IV (DC 17)
5th – Shock (DC 18), Thundaga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except earth related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Ignis Fatuus
A spirit that emanates a light-green glow while floating through the air. In general, how spirits come about is shrouded in mystery, but for the ignis fatuus, there is a theory that they came from a gigantic ignis fatuus discovered deep within a forest, which is believed to be the mother of all the ignis fatuus. That certain ignis fatuus escaped capture, but there is no doubt that its discovery has accelerated ongoing research over the mysteries of spirits.
[color=#000000][font=Times New Roman, serif]CR 8 XP 4,800[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Earth, Fire, Water, Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +15; Senses darkvision 90 ft.; Perception +23[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 26, touch 26, flat-footed 14 (+3 deflection, +11 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 58 (14d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 103[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +4, Ref +20, Will +14[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Absorb Earth, Fire, Water, Wind; Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +18 touch (2d10 earth, fire, water, or wind damage)[/font][/color]
Spells Known(Black Mage CL 14th, concentration +19)
1st – Aero (DC 16), Fire (DC 16), Stone (DC 16), Water (DC 16)
2nd – Aero II (DC 17), Fire II (DC 17), Stone II (DC 17), Water II (DC 17)
3rd – Aera (DC 18), Aero III (DC 18), Dispel, Fira (DC 18), Fire III (DC 18), Stone III (DC 18), Stonera (DC 18), Water III (DC 18), Watera (DC 18)
4th – Aero IV (DC 19), Blaze Spikes, Comet (DC 19), Fire IV (DC 19), Gale Spikes, Rock Spikes, Stone IV, Stoneskin, Torrent Spikes, Water IV (DC 19)
5th – Aeroga (DC 20), Burn (DC 20), Crush (DC 20), Drown (DC 20), Firaga (DC 20), Slice (DC 20), Stonega (DC 20), Waterga (DC 20)
6th – Blaze Spikes II, Cometra (DC 21), Gale Spikes II, Flare (DC 21), Flood (DC 21), Quake (DC 21), Rock Spikes II, Tornado (DC 21), Torrent Spikes II
7th – Burn II (DC 22), Crush II (DC 22), Drown II (DC 22), Slice II (DC 22)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 33, Con 10, Int 20, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +7; CMB +1; CMD 22[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Spell Penetration, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +29, Bluff +16, Escape Artist +27, Fly +37, Perception +23, Stealth +31[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan + 2 more[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark or light related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Red Wisp
A 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.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 fire damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd – Fira (DC 16), Fire III (DC 16)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Ruby
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.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 fire damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd – Fira (DC 16), Fire III (DC 16)
4th – Blaze Spikes, Comet (DC 17), Fire IV (DC 17)
5th – Burn (DC 18), Firaga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Shiranui
A fairy that floats around in the air giving off a white light. During the day it loiters around various places, preying on any humans it finds. Though the motive is unknown, they have been found gathering above the ocean from night to dawn. It is widely known that the ocean becomes choppy and tumultuous when shiranuis are found.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Ruin (DC 14)
2nd – Poison (DC 15)
3rd – Bio (DC 16), Dispel
4th – Ruinra (DC 17), Poisonga (DC 17)
5th – Poisonja (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except non-elemental related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
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.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Light)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness shadow[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 holy damage)[/font][/color]
Spells Known(White Mage CL 9th, concentration +12)
1st – Deshell (DC 14), Light (DC 14)
2nd – Grace, Light II (DC 15)
3rd – Deshell II (DC 16), Deshellra (DC 16), Light III (DC 16), Lightra (DC 16)
4th – Holy (DC 17), Light IV (DC 17)
5th – Deshell III (DC 18), Deshellra II (DC 18), Lightga (DC 18)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark related spells or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]
Wisp
This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a glowing orb visible somewhere in its depths.
[color=#000000][font=Times New Roman, serif]CR 2 XP 600[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses darkvision 60 ft.; Perception +12[/font][/color]
[color=#000000][font=Times New Roman, serif]AC 18, touch 18, flat-footed 12 (+1 deflection, +5 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 16 (4d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 7[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +0, Ref +9, Will +7[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +8 touch (1d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 3rd, concentration +5)
1st – Ruin (DC 13)
2nd – Poison (DC 14)
[color=#000000][font=Times New Roman, serif]Str 1, Dex 20, Con 10, Int 15, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +2; CMB -4; CMD 11[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +11, Bluff +5, Escape Artist +11, Fly +21, Perception +12, Stealth +15[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]
[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ruin or better.
[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.