Flickerwisp
Creature 2 (uncommon) — aberration, air
Pre-Remaster content. May include legacy alignment.
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 t
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +9
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
Ref +10
Will +7
HP 18
Speed 0 feet, fly 25 feet
Offense
Melee Shock +11, Damage 1d8+2 electricity
Abilities
Glow (aura, light) — 5 feet. 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, Force Barrage, and Quandary.
Consume Confusion (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 healing Hit Points, and if the creature's confused condition has a limited duration, it lasts 1 additional round.
Flicker (emotion, 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.
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