Comozant Wyrd

Level 5
Creature· airSmallRemaster
AC
21
HP
60
Speed
15 ft.
Perception
+12
Fort
+7
Ref
+15
Will
+12
Immunities disease, electricity, paralyzed, poison, precision
Resistances all-damage 5
Languages sussuran
Senses darkvision
Skills nature +12, diplomacy +11
Other Speeds fly 25 ft.
Recall Knowledge DC 20 (nature)

Attacks

Melee Lightning Lash +15 (electricity), Damage 2d12 electricity

Abilities

Plasmatic Forminteraction

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

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◆◆

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

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.