This creature has a dragonfly’s body and a woman’s head and arms. A glowing red vortex gathers between her hands.
NE Medium fey
Init +15; Senses blindsight 60 ft., low-light vision; Perception +25
Aura banelight (60 ft.)
AC 27, touch 21, flat-footed 16 (+11 Dex, +6 natural)
hp 168 (16d6+112); fast healing 10
Fort +14, Ref +21, Will +16
DR 10/cold iron; Immune magic
Weaknesses susceptible to darkness
Speed 20 ft., fly 100 ft. (perfect)
Melee 2 light vortices +19 touch (5d8)
Ranged 2 light vortices +19 touch (5d8)
Special Attacks create will-o’-wisp
Spell-Like Abilities (CL 12th; concentration +18)
Constant—daylight (centered on self)
At will—wandering star motes (DC 20)
3/day—quickened wandering star motes (DC 20)
Str 12, Dex 32, Con 25, Int 21, Wis 22, Cha 23
Base Atk +8; CMB +9; CMD 38 (42 vs. trip)
Feats Combat Reflexes, Defensive Combat Training, Great Fortitude, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (wandering star motes), Vital Strike, Weapon Finesse
Skills Acrobatics +30, Bluff +25, Escape Artist +30, Fly +38, Intimidate +22, Knowledge (nature) +24, Perception +25, Sense Motive +25, Spellcraft +21, Stealth +30, Use Magic Device +25
Languages Aklo, Auran, Common, Draconic, Sylvan
Banelight Aura (Su)
Creatures within a banelight’s aura and also in an area of bright light (generally the case because of the creature’s constant daylight) are dazzled and affected as by the spell bane, with no saving throw. All magical light sources that come within a banelight’s aura turn bright red except those from her own spell-like abilities.
Create Will-o’-Wisp (Su)
Up to three times per day as a swift action, a banelight can cause a single nonliving source of light (other than one she created) within the area of her banelight aura to spawn an advanced will-o’-wisp under her control.
Will-o’-wisps created in this manner exist for up to 1 minute before vanishing. A single banelight can maintain up to three will-o’-wisps at a time in this manner.
Susceptible to Darkness (Ex)
A banelight gains much of its power from light. It can reactivate its daylight on its turn if the effect is dispelled, but a banelight in an area of darkness does not have a banelight aura, loses its fast healing, and is staggered.
Immune to Magic (Ex)
Banelights are immune to all spells and spell-like abilities that allow spell resistance except magic missile, maze, and their personal daylight (which constantly affects them even though they aren’t an object).
Light Vortex (Su)
A banelight can use its light vortices as melee touch attacks or ranged touch attacks with a 60-foot range. Each vortex deals 5d8 points of damage to most targets, but deals 5d6 points of damage to constructs and inanimate objects, 10d6 points of damage to undead, and 10d8 points of damage to creatures specifically vulnerable to sunlight or bright light. This damage bypasses all damage reduction and energy resistance.
Organization solitary, pair, or witchlight (3–10 plus 4–6 will-o’-wisps or lurkers in light)
Banelights are cruel fey who stalk mortals in the darkness and loathe the increasing ubiquity of mortal-made light. Banelights are strangely social creatures, and they conduct bizarre courtship dances among themselves or with will-o’-wisps. In the absence of other fey to keep them company, banelights sometimes capture mortals to keep them entertained. While a good conversationalist can survive as a banelight’s “guest” for years, banelights are quick to dispatch companions who bore them.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.