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Water Wisp

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.

Recall Knowledge - Elemental (Arcana, Nature): DC 14

Elite | Normal | Weak

Water WispCreature 0

Source Bestiary 3 pg. 91
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, paralyzed, poison, sleep; Resistances fire 2
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.
Accord Essence ReactionReaction (water) 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 Single ActionSingle Action tendril +6 [+1/-4] (reach 10 feet), Damage 1d6 bludgeoningDrench Single ActionSingle Action (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 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.

All Monsters in "Elemental, Wisp"

Air Wisp0
Earth Wisp0
Fire Wisp0
Water Wisp0

Elemental, Wisp

Source Bestiary 3 pg. 90
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 evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.

Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.

Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.


Related Groups Elemental, Air, Elemental, Earth, Elemental, Fire, Elemental, Mephit, Elemental, Water
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Advice and Rules Wisp Conductors

Wisp conductors are the leaders of wisp symphonies. Conductors are usually at least 3 levels higher than the wisps presented here and have a Charisma modifier to reflect their leadership. They're also typically trained in Performance and command basic spellcasting abilities as well as other special abilities, similar to a bard.

Sidebar - Related Creatures Wisp Symphonies

Dozens or even hundreds of wisps of all types can gather in a wisp symphony, usually with one or more wisp conductors. These groups are rare now that the majority of their kind exists in servitude to the Elemental Lords, but a few free symphonies still roam the Elemental Planes, and legends tell of the transcendent songs they produce together. These groups of wisps use the rules for a swarm and can't Accord Essence, but collectively they can produce damaging area effects or cast certain spells