Flickerwisp

CREATURE 2

uncommon ce small aberration air 

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, Ref +10, Will +7

HP 18; Immunities magic

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, magic missile, and maze.

Speed fly 25 feet

Melee [>] shock +11 (magical), Damage 1d8+2 electricity

Consume Confusion [>] (concentrate) Frequency once per round; Requirements 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 [>>] (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 Flicker for 24 hours.

AV1, page 83.

Open Flickerwisp in the interactive creatures list or browse all creatures starting with F.