Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Water Wisp is a Level 0 creature, with Armor Class 13 and 20 hit points. A playful, droplet-shaped elemental that empowers aquatic allies and extinguishes flames with ease.
Mist Vision. The water wisp ignores the Concealed condition from mist and fog. Accord Essence (reaction) (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 themself in an elemental explosion. This grants temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet who 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 they can be restored by only a Wish ritual 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. 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. Drench (1 action) (primal, water). The wisp puts out all fires in a single 5-foot square. They extinguish non-magical fire of that size or smaller automatically and attempt 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.
20 hit points.
Level 0.
AC 13.
Speed 25 ft., swim 25 ft.
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