Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Dread Flickering
(aura, light) 20 feet. A dread wisp, though naturally invisible, glows with a grayish illumination, casting dim light in the aura and making them visible. Living creatures that end their turn in the aura must succeed at a DC 25 Will saving throw or become frightened 1 (or frightened 2 on a critical failure). Those that critically succeed are temporarily immune for 10 minutes.
Ability
Feed on Despair
Circumstance: An enemy within 15 feet of the dread wisp is under a fear effect,
Frequency: once per round
The dread wisp feeds on the creature's despair. The dread wisp regains 2d8 Hit Points and deals 3d8 negative damage to the creature (DC 25 basic Fortitude save), and if the dread wisp has Gone Dark, their Dread Flickering reignites.
Ability
Go Dark
(concentrate) The dread wisp extinguishes their Dread Flickering, becoming invisible. They can end this effect with another use of this action. If the dread wisp uses their draining touch Strike while invisible, the arc of pale energy lets any observer determine their location, making them hidden to all observers only until the dread wisp moves.
Ability
Magic Immunity
A dread wisp is immune to all spells except faerie fire, magic missile, maze, searing light, and spells with the positive trait.
Ability
Shadow Flitter
(conjuration, occult, teleportation) The dread wisp teleports to a square they can see within 30 feet that isn't in an area of bright light. The dread wisp can't use Shadow Flitter again for 1d4 rounds.
Ability
Wearying Touch
If the dread wisp critically hits with their draining touch Strike, the target is drained 1.
Offense
Melee
Circumstance: combat round (melee)
draining touch +17 [+12/+7] (magical, negative), Damage 3d8+8 negative plus wearying touch
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Immunity
magic
Language
Aklo
Common
Perception
darkvision
Weakness
positive 10