2022-02-13

Fantasy Monster: Stormash Wisp

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Stormash Wisp

A crackling ball of vicious lightning with a vague silhouette of a face, or maybe a snout, inside...

CR 7; 3,200 XP
CE Tiny Undead
Init +10; Senses darkvision 60 ft.; Perception +14

Defense
AC 20; touch 20, flat-footed 14 (+6 Dex, +2 size, +2 deflection)
hp 75 (10d8+30)
Fort +5; Ref +9; Will +10
Defensive Abilities lightning body; Immune electricity, non-magical weapons, undead traits

Offense
Speed fly 40 ft. (perfect)
Melee lightning arcs +10 touch (3d6 electricity)
Space 2-1/2 ft.; Reach 0 ft. (15 ft. with lightning arcs)
Special Attacks lightning charge (7d6 electricity, DC 17 Reflex half)

Statistics
Str —, Dex 22, Con —, Int 2, Wis 13, Cha 15
Base Atk +7; CMB —; CMD —
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +16, Perception +14, Stealth +2; Racial Modifiers –10 Stealth

Ecology
Environment any
Organization solitary or pair
Treasure incidental

Special Abilities

Lightning Arcs (Su) A stormash wisp can lash at a single target as a standard attack action, or attack of opportunity, or any number of targets within reach as a full attack action. A stormash wisp receives +1 racial bonus to attack rolls with its lightning arcs.

Lightning Body (Ex) A stormash wisp isn't incorporeal entity, but it is close, with its body being made of lightning, ashes, and negative energy. It can't pass through solid matter but it can pass through any opening through which dust can pass, and it can't be harmed with non-magical weapons. It can't perform combat maneuvers or be affected by them, nor can it move physical objects. As stormash wisp are made of crackling glow, they illuminate themselves, never benefitting from concealment in darkness, or fog, if the attacker is within 15 feet of it, and suffer steep Stealth penalties (already noted in the stat block).

Lightning Charge (Su) When taking a charge action, a stormash wisp darts quickly in a straight line through opponents and minor obstacles (but not walls or other solid barriers fully blocking their squares) without provoking attacks of opportunity, dealing 7d6 points of electricity damage to all creatures it passes through and its targets instead of making an attack. A successful Reflex saving throw (DC 17) halves the damage. A stormwash wisp can change its direction, up to 90 degree, each time it hits a big metal object or metal surface. The saving throw DC is Charisma-based. This ability can be used once every 1d4+1 rounds.


A stormash wisp forms when a creature becomes violently vaporized by a powerful source of electricity—a lightning spell, a thunder strike, or a wicked lightning-powered machinery used by some mad inventors. The distilled viciousness, violence, and power of the annihilation binds together forming an aggressive ball lightning, roaming the place of its death, or occasionally wandering aimlessly, attracted and repelled by magnetic fields, metal constructions, and moving conductive objects.


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