Library / Bestiary

Comozant Wyrd

CR 4.00 Outsider N Small
The only real feature of this flaring of electrical energy is a vaguely humanoid face that flickers and plays within its shifting mass.

A comozant wyrd appears to be 3 feet of buzzing, heatless blue or green plasma. Creatures near it find their hair standing on end and their bodies crawling with harmless but unnerving sparks. Those who have "conversed" with a comozant using illuminating flames say it uses pure emotion and image as concept and word—a mixture of knowledge and ignorance.

STR
-
DEX
17
CON
10
INT
8
WIS
17
CHA
18
HP
27 (5d10)
AC
18, touch 18, flat-footed 15 (+4 deflection, +3 Dex, +1 size)
Speed
20 ft., fly 30 ft. (good)
Init
+7
Ranged
lightning lash +8 (2d8 electricity damage)
BAB
+5
CMB
+7
CMD
21 (can't be tripped)
Fort
+1
Ref
+9
Will
+7
Defensive Abilities
incorporeal, plasma form

Weapons: Martial, Simple

Lightning Lash — As a standard action that doesn't provoke attacks of opportunity, a comozant wyrd can shock any creature or object within 30 feet to which it has line of effect, dealing 2d8 electricity damage. The wyrd can choose for this damage to be nonlethal. If the target is also affected by the wyrd's illuminating flames, it is stunned for 1 round (Fortitude DC 16 negates) and the flames are dispelled. The save DC is Charisma-based.

Illuminating Flames — As a standard action, a comozant wyrd can shroud the upper halves of any Small or larger creatures it can see within 30 feet of it in cold, buzzing flames similar to the wyrd's own. Any electricity resistance blocks this effect unless the target willingly submits. Otherwise the flames persist until the wyrd is out of range. Targets of this effect take a -10 penalty on Stealth checks. A comozant wyrd can communicate empathically with creatures subject to this effect, and gains a +4 racial bonus on Sense Motive checks when doing so. Interacting with a wyrd in this way still uses standard social skills and rules. While communicating this way, a comozant can confer unexpected insight or information equivalent to a divination spell.

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Diplomacy +7, Fly +17, Knowledge (nature) +3, Knowledge (planes) +7, Perception +13, Sense Motive +11

spell-like abilities:
2/day—Control Weather
Details
Type
Outsider
Alignment
N
Size
Small
Environment
any oceans (during storms)
Organization
solitary
Treasure
none
Senses
darkvision 60 ft.; Perception +13
Languages
Auran
Source
Bestiary 4
Sources Used in This Record
4 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Weather (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.