CREATURE 0
Perception +6; darkvision, mist vision
Languages Aquan
Skills Athletics +4, Medicine +6, Plane of Water Lore +4
Str +2 Dex +2 Con +3 Int +0 Wis +2 Cha +0
Mist Vision The water wisp ignores the concealed condition from mist and fog.
AC 14; Fort +8, Ref +4, Will +4
HP 20; Immunities bleed, poison, paralyzed, sleep; Resistances fire 2
Resonance (aura, air) 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.
Accord Essence (air) 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.
Speed 25 feet, swim 25 feet
Melee tendril +6 (reach 10 feet), Damage 1d6 bludgeoning
Drench (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 an 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.
Bestiary 3, page 91.
Open Water Wisp in the interactive creatures list or browse all creatures starting with W.