Thinland Wisp

Local folk tell of 'needle-ghosts' that slip into dreams through old bridges. A single razor-shape caught in moonlight is said to mark where a thinland seam will open in seven nights.

HP42AC18SPD30 ft., Thinland step (see traits)CR4StealthAcrobaticsPerceptionBluffDiplomacyKnowledge (nature)Spellcraft
STR
10
DEX
18
CON
14
INT
12
WIS
13
CHA
16
Thinland Step. Thinland Step. While on terrain marked as thinned ground, the wisp can teleport up to 30 feet as a move action to another patch of thinned ground it can see.
Glamour of the Seam. Glamour of the Seam. The wisp can weave minor illusions as a free action to create dancing lights and disturb visual perception; creatures that rely on vision take a -2 penalty to Spot checks in its presence unless they succeed on a Will save.
Iron-Shy. Iron-Shy. The wisp takes an additional +2 damage from iron weapons and suffers a -2 to AC when adjacent to a creature wielding a nonmagical iron weapon.
Agile Shadowblade. Melee attack. Agile Shadowblade is a fine, magically keen rapier composed of woven shadow. Reach 5 ft., one target. Attack +7 (Dex-based); Damage piercing plus negative energy. On a critical threat, the target must succeed on a Fortitude save or be shaken for 1 round.
Wisp Lash. Ranged touch attack. The Thinland Wisp lashes out as a tendril of living gloom. Range 30 ft.; Attack +6 ranged touch; Damage negative energy and target takes a -2 penalty to attack rolls for 1 round (mental effect, not mind-affecting).
Fey Glamour. Su (Spell-Like). The wisp can use the following spell-like abilities: at will—dancing lights, invisibility (self only, lasts as long as concentration up to 3 rounds); 3/day—mirror image; 1/day—major image ( Will negates). Use Charisma as the caster ability (CL 4th).
Slip Away. Slip Away. When targeted by a melee attack and reduced to half hit points or less, the wisp can use invisibility on itself as an immediate action (no verbal component) to vanish. It cannot attack that round unless it uses its standard action and thus loses the invisibility.
Cantrips
dancing lightsillusion At-will dancing lights. Creates small clusters of light the wisp uses to lure and mislead.
2nd level
invisibility (self)illusion At-will invisibility on self for short bursts (concentration-like; lasts up to 3 rounds).
mirror imageillusion 3/day mirror image to confuse attackers.
3rd level
major imageillusion 1/day major image used to create elaborate distractions and terrain illusions. Targets get DC 15 Will save to disbelieve.
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