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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Ether Sprite Swarm

CREATURE 3

One ether sprite is quite enough for most, and can be tiresome for even the fey. When a group of them get together, it's outright bedlam.


The fey of the Ether Court in the Darklands have evolved somewhat differently from the First World kin that exiled them, becoming more cruel and less mischievous than is typical for their kind.

Sprite Collections

Ether sprites have a reputation for being thieves. In truth, they're generally curious about the world and simply have a tendency to walk away with objects that don't belong to them, not understanding the concept of ownership. As a result, ether sprites tend to have small interesting objects in their possession, such as talismans or gemstones.


Perception +9; low-light vision
Skills Acrobatics +9, Diplomacy +9, Performance +11, Stealth +9, Thievery +9
Str -2, Dex +4, Con +0, Int +0, Wis +2, Cha +4
Natural Glow (light, primal)

An ether sprite sheds light as a torch. The sprite can suppress this glow by spending a single action with the concentrate trait.


AC 19; Fort +5, Ref +11, Will +7
HP 32; Immunities precision, swarm mind; Weaknesses area damage 6, cold iron 3, splash damage 3; Resistances bludgeoning 3, piercing 5, slashing 5
Rowdy Clamor (auditory, aura)

20 feet. The sprite swarm creates a din by laughing, taunting, and insulting nearby creatures. Creatures in the area are Deafened.


Speed 10 feet, fly 40 feet
Luminous Pattern

The sprites glow brightly, flying in a shifting pattern of light. All creatures within 20 feet become Dazzled for 1 minute (DC 16 Will negates).

Spark Bombardment

The sprites hurl luminous sparks at a creature within 20 feet dealing 5d4 fire damage (DC 20 basic Reflex save).

Swarm Steal

The sprites rummage through the possessions of a single creature within its space, attempting a Thievery check against the creature's Reflex DC. On a success, the sprites take one item of negligible or light bulk that the creature is carrying but not holding or readied. On a critical success, the item can be one that is held or readied, such as a weapon or potion

Swarming Needles

The sprites numerous rapiers deal 2d6 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save).

Pathfinder #194: Cult of the Cave WormOGL