Wysp

This sphere of elemental matter emits a strange hum that resonates with elemental power.

Wysp

All wysps have the following features.

Ecology

Environment any (Elemental Planes or Ethereal Plane)

Organization solitary, cloud (3-8), symphony (10-40 plus 1 wysp conductor), or retinue (1-6 plus a powerful elemental creature)

Treasure none

Special Abilities

Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature's HD. If the wysp uses this ability, its death can't be prevented, and its life can't be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.

Resonance (Ex) A wysp's natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp's, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp's element gain a +1 competence bonus on attack rolls and damage rolls. The wysp's statistics already include these bonuses.

Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.

Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy.

Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Aether wysps are shy and mysterious, air wisps are flighty and capricious, earth wysps are guarded and slow to trust, fire wysps are impetuous and full of bluster, and water wysps are gentle and nurturing.

Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp's assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.

Wysp Conductor

These free-spirited leaders of wysp symphonies often have either the advanced simple template (with ranks in Perform) or levels in bard. Their resonance doesn't stack with inspire courage, so wysp conductors often take archetypes that trade out inspire courage or grant elemental-themed powers. A few wysp conductors have class levels in kineticist, elemental bloodline sorcerer, or other elemental-themed classes.

Aether Wysp CR 2

XP 600

N Tiny outsider (aether, elemental)

Init +7; Senses darkvision 60 ft.; Perception +7

Aura resonance (30 ft.)

Defense

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)

hp 22 (3d10+6)

Fort +5, Ref +6, Will +2

Immune elemental traits

Offense

Speed fly 60 ft. (good)

Melee 2 tendrils +10 (1d3+2)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 10, Dex 17, Con 14, Int 10, Wis 13, Cha 13

Base Atk +3; CMB +4; CMD 14 (can't be tripped)

Feats Improved Initiative, Weapon Finesse

Skills Bluff +7, Disable Device +9, Fly +15, Knowledge (planes) +4, Perception +7, Sense Motive +6, Sleight of Hand +9, Stealth +17

Languages Aquan, Auran, Ignan, Terran

SQ lesser telekinesis, living battery, servitor

Special abilities

Lesser Telekinesis (Su) By extending its strands of aether, an aether wysp can move small objects at a distance, as per mage hand except that lesser telekinesis is a supernatural ability and can move magical or nonmagical objects weighing up to 10 pounds.

Air Wysp CR 2

XP 600

N Tiny outsider (air, elemental)

Init +4; Senses darkvision 60 ft.; Perception +7

Aura resonance (30 ft.)

Defense

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)

hp 19 (3d10+3)

Fort +4, Ref +7, Will +2

Immune elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 tendrils +11 (1d3+2)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 10, Dex 19, Con 12, Int 10, Wis 13, Cha 13

Base Atk +3; CMB +5; CMD 15 (can't be tripped)

Feats Flyby Attack, Weapon Finesse

Skills Bluff +7, Fly +20, Knowledge (arcana) +4, Knowledge (planes) +6, Knowledge (religion) +4, Perception +7, Sense Motive +7, Stealth +18

Languages Auran

SQ living battery, servitor

Earth Wysp CR 2

XP 600

N Tiny outsider (earth, elemental)

Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7

Aura resonance (30 ft.)

Defense

AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)

hp 25 (3d10+9)

Fort +5, Ref +4, Will +2

DR 1/—; Immune elemental traits

Offense

Speed 20 ft., burrow 20 ft.

Melee 2 tendrils +9 (1d3+4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 13

Base Atk +3; CMB +2; CMD 14 (can't be tripped)

Feats Power Attack, Toughness

Skills Bluff +7, Climb +8, Knowledge (dungeoneering, engineering, planes) +5, Perception +7, Sense Motive +7

Languages Terran

SQ living battery, servitor

Fire Wysp CR 2

XP 600

N Tiny outsider (elemental, fire)

Init +6; Senses darkvision 60 ft.; Perception +7

Aura resonance (30 ft.)

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

hp 19 (3d10+3)

Fort +4, Ref +5, Will +2

Immune elemental traits, fire

Weaknesses vulnerable to cold

Offense

Speed 60 ft., fly 20 ft. (poor)

Melee 2 tendrils +9 (1d3+2 plus burn)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks burn (1d6 fire, DC 14)

Statistics

Str 10, Dex 15, Con 12, Int 10, Wis 13, Cha 13

Base Atk +3; CMB +3; CMD 13 (can't be tripped)

Feats Improved Initiative, Weapon Finesse

Skills Bluff +7, Intimidate +7, Knowledge (planes) +6, Perception +7, Sense Motive +7, Stealth +16

Languages Ignan

SQ living battery, servitor

Water Wysp CR 2

XP 600

N Tiny outsider (elemental, water)

Init +1; Senses darkvision 60 ft.; Perception +7

Aura resonance (30 ft.)

Defense

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)

hp 22 (3d10+6)

Fort +5, Ref +4, Will +2

Immune elemental traits

Offense

Speed 30 ft., swim 90 ft.

Melee 2 tendrils +9 (1d3+3)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks drench

Statistics

Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 13

Base Atk +3; CMB +2; CMD 13 (can't be tripped)

Feats Power Attack, Weapon Focus (tendril)

Skills Bluff +7, Heal +6, Knowledge (planes) +5, Perception +7, Sense Motive +7, Stealth +14, Swim +15

Languages Aquan

SQ living battery, servitor

Special Abilities

Drench (Ex) A water wysp's touch puts out Large or smaller nonmagical flames. The creature can dispel magical fire it touches as per dispel magic (caster level = the wysp's HD).