🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

FlickerwispCreature 2


UncommonCESmallAberrationAir
Source Pathfinder #163: Ruins of Gauntlight
Perception +9 (darkvision)
Languages Aklo, Common
Skills Acrobatics +8, Deception +7, Intimidation +5, Stealth +8
Str -5, Dex +4, Con +0, Int +0, Wis +3, Cha +1

AC 20; Fort +6; Reflex +10; Will +7;
HP 18
Speed 0 feet (fly 25 feet)
Immunities magic

Shock One Action +11 (+6, +1) to hit (magical) 1d8+2 Electricity

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Glow (aura, light)

5 feet Aura


A flickerwisp is itself naturally invisible, but glows with pale yellow light, casting bright light in the aura and making it visible.

Innocuous

A flickerwisp's appearance registers strangely in the minds of creatures who are confused. A creature with the Confused condition never targets a flickerwisp with attacks unless the creature has been damaged by the flickerwisp's shock ability within the last 24 hours.

Magic Immunity

A flickerwisp is immune to all spells except Faerie Fire, Gust of Wind, Magic Missile, and Maze.

Consume Confusion One Action (concentrate)

Frequency once per round

Requirement A creature within 15 feet of the flickerwisp is Confused


Effect The flickerwisp feeds on the creature's confusion, even as its flashing body and disjointed gyrations cause existing confusion effects to persist.

It regains 1d4 Hit Points, and if the creature's confused condition has a limited duration, it lasts 1 additional round.

Flicker Two Actions (emotion, enchantment, mental, visual)

The flickerwisp churns and flits in the air around an adjacent creature's head, and its length flashes and sparkles in a bewildering array of distracting pulsations.

The creature must succeed at a DC 18 will save or become Confused for 1 round (2 rounds on a critical failure). On a critical success, the creature is temporarily immune to for 24 hours.


The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o'-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp's body is a 3-foot-long length of hair-like fibers that flashes and pulses with ribbons and points of eerie yellow light as the creature flits through the air.

While a flickerwisp can taste fear, and finds the flavor delectable, it does not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes when they become lost in the woods is flickerwisps' favorite repast. They can sip from this sense of disorientation without betraying their presence or harming their prey. Eventually, the flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these tormentors can keep a chosen meal alive for days, sipping from confusion in small doses.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.