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Water WispCreature 0


NTinyElementalWater
Source Pathfinder Bestiary 3
Perception +6 (darkvision, mist vision)
Languages Aquan
Skills Athletics +4, Medicine +6, Lore +4
Str +2, Dex +2, Con +3, Int +0, Wis +2, Cha +0

AC 14; Fort +8; Reflex +4; Will +4;
HP 20
Speed 25 feet (swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 2

Tendril One Action +6 (+1, -4) to hit (reach 10) 1d6 Bludgeoning

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.

Mist Vision

The water wisp ignores the Concealed condition from mist and fog.

Accord Essence Reaction (water)

Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack


Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour.

A wisp that uses this reaction is permanently destroyed, and it can be restored only by a Wish spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect.

Resonance (aura, water)

30 feet Aura


All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.

A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the water trait; a creature with the elemental and water traits gains this bonus to all attack and damage rolls.

Effect: Resonance

Drench One Action (abjuration, primal, water)

The wisp puts out all fires in a single 5-foot square.

It extinguishes non-magical fire of that size or smaller automatically and attempts to counteract magical fires (counteract modifier +6).

In Concert

When a water wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead.


Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help anyone in need.


Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.

Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.

Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Water

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