Flame Wisp
Flame Wisp
Wisp, U Small Elemental
Simple Monster, XP 450
Level 3 (+2)
"I do not know how you came to enter my forest without my permission, little one, but...I suppose you may stay for a while. Just remember to keep your hands to yourself in regards to the plant life."
——Meenka, the Fairy Queen
Small points of elemental flame, many believe these creatures to be the estranged energy of greater Fire Elementals that have freed themselves to live among the fae. Curious to a fault, and sometimes seemingly ignorant of the potential havoc they can cause, these animate motes of fire are playful and mischievous much like the magical creatures they seek to imitate. They appear to most as floating balls of flame that dart around with surprising speed. However, a careful observer will note the distinct presence of thin, wavy legs and arms beneath their warm glow.
Awareness
15
Senses
Darkvision
Initiative
19/1d8
Hitpoints: 24
Healing Value: 4
Resilience: +3
Morale
1
AC
14/14
|
Touch
14
|
Fort
14
|
Reflex
14
|
Will
13
|
Defenses
Resistances: Weapon (50%), Fire (Imm), Necrotic (Imm), Radiant (Imm), Align. Damage (Imm), Immune to Death, Disease, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
9 / 10
|
DEX
15 / 16
|
CON
14 / 15
|
INT
16 / 18
|
WIS
11 / 13
|
CHA
8 / 10
|
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+4 vs Reflex
Flame Whip [Fire, Supernatural]
1d6 + 2 (avg 6) Fire damage
Melee Reach 10ft • One Creature
A tounge of flame whips out from the elemental
1d6 + 2 (avg 6) Fire damage
Grapple 0
Special Attacks (3 AP)
+4P vs Fortitude
Flare [Fire, Supernatural] • Basic • Pot 1d4+3, MR No
+4P vs Will
Mesmerizing Flames [1/rest] [Supernatural, Mind-Affecting] • Basic • Pot 1d4+3, MR No
Range 40ft • All creatures within range that can see the Wisp.
The wisps flitters and dances about in a mesmerizing motion. On a hit, the target is Fascinated [SE, ST 3d10 vs WIS].
Special: Once a target saves from this ability, it is immune for 1 phase.
Move (1 AP), Double Move (3 AP)
Flying Shift
5 ft
|
Fly
40 ft
|
Overland Movement
40 mi/day
Qualities
- Elemental Type: Damage Immunity to Necrotic, Radiant, and Alignment Damage (i.e. Holy, Vile, Entaxic, and Entropic). Also immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. (inc)
- Fire Elemental: Immunity to Fire damage and Resistance to Weapon Attacks. (inc)
- Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
Skills: Balance R1 (+4), Stealth R4 (+14), Tumble R3 (+7), Listen R1 (+3), Spot R3 (+7), Elemental Arts R2 (+4), Coercion R1 (+1), Deception R2 (+4), Persuasion R1 (+3), Aloofness R3 (+6), Bravery R1 (+2), Intuition R2 (+5), Suspicion R1 (+3)
Feats: Fast Initiative
Philosophies: Rank 2 Mental, Rank 1 Physical, Rank 3 Elemental
Combat Training: Parry 1
Wits: +5, Brawn: -1
Equipment: None
Charm
0
|
Coercion
+1
|
Deception
+4
|
Manipulation
0
|
Persuasion
+3
|
Aloofness
+6
|
Bravery
+2
|
Intuition
+5
|
Tolerance
-1
|
Suspicion
+3
|
Social
Composure: 11
Languages: Primal, Sylvan (non-verbal)
Motives:
Prejudices: