EAC 9, KAC 10
HP 5 each
Fort +0, Ref +2, Will +2
Resistances electricity 5
Speed 20 ft.; fly 20 ft. (Ex, perfect)
Melee spines -1 (1d4 P)
Ranged static shock +1 (1d4 E, range 30 ft.)
Spell-like Abilities (CL 3rd)
1/day – fog cloud
Before Combat Anxious wisps use fog cloud to kick up an obscuring cloud of dust centered on themselves.
During Combat Wisps zap their foes with static shocks and let their auras sap away moisture.
Morale Wisps are aggressive when gathered in groups, but when left alone flee combat immediately.
Aura of Dehydration (Su)
Hydrophagic wisps desiccate moisture, magically transmuting water into a fine gray dust at a rate of approximately 1 gallon per round. This effect is injurious to creatures with water-based biologies (most living humanoids), and potentially lethal over time.
During each round such a creature remains within the wisp’s dehydrating aura, the creature must succeed at a DC 10 Fortitude save or become fatigued; if the creature is already fatigued from this effect, it becomes exhausted; if the creature is already exhausted from this effect, it takes 1d4 points of nonlethal damage. If a creature is simultaneously within the aura of multiple wisps, it only needs to attempt a single save each round, but the DC of the save increases by 1 for every additional wisp present beyond the first. Any successful save renders the creature immune to all such auras for 1 hour.
Hydrophagic wisps can survive in the void of outer space, and are immune to the harmful environmental effects of outer space and vacuum, including lack of air and the risk of decompression.
Hydrophagic wisps have the equivalent of blindsight (vibrations) with a range of 60 ft. while within dusty environments, and ignore any concealment granted by dust, airborne or otherwise.
Blood Space and Moon Dust. © 2017, Rogue Genius Games, LLC; Author: Matt Banach. Developed and Published by Owen K.C. Stephens. Hail the Empress!