Water Wisp
Creature 0 — elemental, water
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 wicked Elemental Lords realized the value of the
Source: pathfinder-monster-core-2
Perception +6
Skills athletics +4, medicine +6
Str
+2
Dex
+2
Con
+3
Int
+0
Wis
+1
Cha
+0
AC 13
Fort +8
Ref +4
Will +4
HP 20
Immunities bleed, paralyzed, poison, sleep
Resistances fire 2
Speed 25 feet, swim 25 feet
Offense
Melee Tendril +6, Damage 1d4+2 bludgeoning
Abilities
Mist Vision — The water wisp ignores the Concealed condition from mist and fog.
Accord Essence (water) — A wisp that uses this reaction is permanently destroyed, and they can be restored by only a Wish ritual 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. 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.
Drench (primal, water) — The wisp puts out all fires in a single 5-foot square. They extinguish non-magical fire of that size or smaller automatically and attempt 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.
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