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Comozant WyrdCreature 5


Small​Air​Elemental​Incorporeal​
Source Pathfinder Rage of Elements
Perception +12 (darkvision)
Languages Sussuran
Skills Diplomacy +11, Nature +12
Str -5, Dex +4, Con +0, Int -1, Wis +3, Cha +4

AC 21; Fort +7; Reflex +15; Will +12;
HP 60
Speed 15 feet (fly 25 feet)
Immunities disease, electricity, paralyzed, poison, precision
Resistances All Damage 5

Lightning Lash One Action +15 (+10, +5) to hit (electricity) 2d12 Electricity

Plasmatic Form

Unlike other incorporeal creatures, a comozant wyrd can't move into or through solid objects. If a comozant wyrd isn't adjacent to a solid object or surface of its size or larger at the end of its turn, it loses 10 untyped HP. This HP loss cannot be mitigated or avoided in any way.

Illuminating Flames (aura, electricity, light, primal)

30 feet. The comozant wyrd sheds bright light in the emanation and dim light for another 30 feet. Heatless flames similar to the wyrd's own surround any creature in the emanation. A visible creature can't become Concealed while in the emanation, and an Invisible creature becomes concealed rather than undetected. The wyrd can communicate empathically with any non-mindless creature affected by illuminating flames, even if they don't share a language.

Leap the Gap Two Actions

Requirements The comozant wyrd is adjacent to a solid object or surface of its size or larger


Effect The wyrd Flies up to its Speed in a straight line, ending its movement adjacent to a different solid object or surface of its size or larger; this movement doesn't trigger reactions. The wyrd can move through other creatures during this movement, and all creatures it moves through take 2d12 electricity damage with a DC 22 reflex save.

Wyrd Wisdom One Action

Frequency once per day

Requirements The comozant wyrd is communicating empathically with another creature through illuminating flames


Effect The comozant wyrd's odd means of communication brings strange insight. One creature the wyrd is empathically conversing with gains the benefits of an augury spell, though only about this conversation topic, rather than any topic of the creature's choice.


Buzzing, crackling plasma makes up a comozant wyrd, electrically charged waves of greens, blues, and purples cascading in heatless flame. Given a mind and a semblance of a face, comozant wyrds need a surface from which they can crackle and writhe. Once secure, they seek out companionship from anyone nearby. In the Universe, they can be found in many places: lashing themselves to sailing ships, dancing across the buildings, or anchoring to the stones of a mountain range. In the vast spans of the Plane of Air, however, comozant wyrds often come to feel extremely lonely. A lucky few become pets for jaathooms living in the plane's cities, but many wait on isolated floating islands for an airship they can attach to or, more tragically, strive vainly to reach a distant shore before sputtering out.

Comozant Communication

Creatures of emotion and instinct, comozant wyrds use simple images and concepts to convey deep and layered meanings. They're quite insightful, able to leap to solid conclusions as rapidly as they leap across solid surfaces. Most who "converse" with a comozant wyrd find the process enlightening, but have little desire make it a regular experience.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.