Fire Wisp
A fire wisp resembles a jet of fire between 6 inches and 1 foot high. Green or blue in color, it flickers a like living flame.
Species Traits
**Ability Scores:**A fire wisp has no Strength score. It cannot grapple other creatures or be grappled, and it applies its Dexterity modifier instead of its Strength modifier to melee attack rolls.
**Blindsight (Ex):**A fire wisp can detect the electrical currents in and around creatures and objects within 60 feet. This perception reveals their locations as accurately as normal vision would. Beyond that range, all targets have total concealment with respect to the fire wisp.
**Elemental:**A fire wisp has the traits and immunities common to elementals.
**Fire Subtype:**A fire wisp is immune to fire damage and takes 50% more damage from cold attacks.
**Damage Reduction 10/+1 (Su):**A fire wisp ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the fire wisp’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/ concussion).
**Fiery Leap (Ex):**A fire wisp can attack multiple creatures in the same round by leaping from one to the next. A fire wisp can attack as many creatures in a single round as it can reach with a full round of movement (40 feet), leaving behind visible arcs of green fire between the targets. It makes a separate attack roll for each target, and all attacks are made at the fire wisp’s full attack bonus. A leaping fire wisp does not provoke attacks of opportunity as it enters a target’s square.
**Gaseous (Ex):**The gaseous body of a fire wisp can travel through openings as small as pinholes. A fire wisp cannot enter water or other liquids, but unlike other gaseous creatures, it is affected by wind only if it wishes to be. Even tornado- strength winds pass through a fire wisp with no effect if it wants to fly in a different direction.
**Ignite (Ex):**Any creature that takes damage from a fire wisp catches on fire.
**Immunities (Ex):**Fire wisps are immune to electricity and fire damage.
**Fire Wisp:**CR 3; Diminutive elemental (fire); HD 2d8; hp 9; Mas —; Init +4; Spd fly 20 ft. (perfect; can’t run); Defense 18, touch 18, flat-footed 14 (+4 size, +4 Dex); BAB +1; Grap —; Atk +9 melee touch (1d6 fire, touch); Full Atk +9 melee touch (1d6 fire, touch); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ blindsight 60 ft., damage reduction 10/+1, elemental, fiery leap, fire subtype, gaseous, ignite, immunities; AL evil or none; SV Fort +0, Ref +7, Will +2; AP 0; Rep +0; Str —, Dex 18, Con 10, Int 2, Wis 14, Cha 6.
**Skills:**Listen +3, Spot +3.
**Feats:**None.
**Advancement:**3–4 HD (Diminutive); 5–6 HD (Tiny).
**Advanced Fire Wisp:**CR 5; Tiny elemental (fire); HD 5d8; hp 22; Mas —; Init +3; Spd fly 20 ft. (perfect; can’t run); Defense 15, touch 15, flat-footed 12 (+2 size, +3 Dex); BAB +3; Grap —; Atk +8 melee touch (1d6 fire, touch); Full Atk +8 melee touch (1d6 fire, touch); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ blindsight 60 ft., damage reduction 10/+1, elemental, fiery leap, fire subtype, gaseous, ignite, immunities; AL evil or none; SV Fort +1, Ref +7, Will +3; AP 0; Rep +0; Str —, Dex 16, Con 10, Int 2, Wis 14, Cha 6.
**Skills:**Listen +6, Spot +6.
**Feats:**Heroic Surge (2/day).
GHOUL (TEMPLATE)
Template Traits
“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh (referred to hereafter as the “base creature”). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.
**Challenge Rating:**Same as base creature +2.
**Hit Dice:**Change to d12.
**Defense:**The base creature’s natural armor bonus improves by +2.
**Attacks:**A ghoul retains all the attacks of the base creature. It also gains a bite attack and two claw attacks if the base creature didn’t already have them. If the base creature did not have bite or claw attacks, use the base damage values in the table below. Otherwise, use the values below or the base creature’s base damage, whichever is greater.
| Size | Bite Damage | Claw Damage |
|---|---|---|
| Fine | 1 | — |
| Diminutive | 1d2 | — |
| Tiny | 1d3 | 1 |
| Small | 1d4 | 1d2 |
| Medium-size | 1d6 | 1d3 |
| Large | 1d8 | 1d4 |
| Huge | 2d6 | 1d6 |
| Gargantuan | 2d8 | 2d4 |
| Colossal | 4d6 | 2d6 |
**Special Qualities:**A ghoul retains all the special qualities of the base creature and gains the additional special qualities described below.
Create Spawn (Su): If a ghoul’s prey contracts advanced necrotizing faciitis (see below) from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove diseasespell cast on the corpse can prevent it from rising.
Disease (Su): A ghoul’s bite infects the victim with a supernatural version of streptococcal gangrene (injury; Fort DC 14; incubation period 1d3 days; initial damage 1d3 Con; secondary damage 1d3 Con. If Con damage is sustained, a second saving throw at the same DC is required; failure indicates that 1 point of the Con damage becomes Con drain instead). This disease, known as advanced necrotizing faciitis, first manifests as an area of redness on the skin near the wound. Over the course of a few days, the redness becomes severe inflammation. The skin gradually turns dark purple and forms bloody blisters as the disease devours more and more of the victim’s flesh. The disease can be arrested completely through amputation of the affected limb, but most doctors prefer to combat it by surgical removal of all the affected tissue as well as some nearby healthy tissue. A cure diseasespell or a successful Treat Injury check (surgery, DC 25) halts the disease. The GM should roll the check secretly; if it fails, the disease returns again in 1d3 days.
*Scent (Ex):*This ability allows a ghoul to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
*Undead:*Ghouls have the traits and immunities common
to undead.
**Allegiances:**Previous allegiances are lost and replaced by allegiances to chaos and evil. Changed allegiances might cause the loss of particular class abilities.
**Saves:**Same as the base creature, modified by new ability scores.
**Ability Scores:**A ghoul gains the following ability score increases: Str +2, Dex +2. As an undead creature, a ghoul has no Constitution score.
**Language(s):**A ghoul can read, write, and speak whatever languages it could in life.
**Skills:**Same as the base creature, modified for new ability scores. A human ghoul retains the extra skill points afforded to all humans.
**Feats:**A ghoul gains Multiattack as a bonus feat, assuming the base creature meets the prerequisites and doesn’t already have the feat. A human ghoul keeps the extra feat it gained as a 1st-level human character.
**Advancement:**By character class.
**Ghoul (Human Strong Ordinary 1/Tough Ordinary 1):**CR 3; Medium-size undead; HD 2d12; hp 13; Mas —; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3, claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus disease, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ create spawn, darkvision 60 ft., disease, scent, undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 16, Dex 14, Con —, Int 13, Wis 10, Cha 8.
**Occupation:**Blue collar (class skills: Drive, Intimidate)
**Skills:**Craft (mechanical) +5, Drive +6, Intimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/ Write English, Repair +2, Speak English, Swim +4.
**Feats:**Brawl, Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency.
**Possessions:**None.