WILL-O’-WISP
Small Aberration (Air)
Hit Dice:9d8 (40 hp)
Initiative:+13
Speed:Fly 50 ft. (perfect) (10 squares)
Armor Class:29 (+1 size, +9 Dex, +9
deflection), touch 29, flat-footed 20
Base Attack/Grapple:+6/–3
Attack:Shock +16 melee touch (2d8
electricity)
Full Attack:Shock +16 melee touch
(2d8 electricity)
Space/Reach:5 ft./5 ft.
Special Attacks:—
Special Qualities:Darkvision 60 ft.,
immunity to magic, natural invisibility
Saves:Fort +3, Ref +12, Will +9
Abilities:Str 1, Dex 29, Con 10, Int 15, Wis 16,
Cha 12
Skills:Bluff +13, Diplomacy +3, Disguise +1 (+3 acting),
Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3
(+5 following tracks)
Feats:Alertness, Blind-Fight, Dodge,
Improved Initiative, Weapon Finesse
B
Environment:Temperate marshes
Organization:Solitary, pair, or string
(3–4)
Challenge Rating:6
Treasure:1/10 coins; 50% goods;
50% items
Alignment:Usually chaotic evil
Advancement:10–18 HD (Small)
Level Adjustment:—
This creature seems to be nothing but a faintly
glowing sphere of light.
Will-o’-wisps are evil creatures that feed
on the powerful emotions associated with
panic, horror, and death. They delight in
luring travelers into deadly peril, then
absorbing the resulting emanations.
Will- o’-wisps can be yellow, white,
green, or blue. They are easily mistaken for
lanterns, especially in the foggy marshes
and swamps where they reside.
A will-o’-wisp’s body is a globe of spongy
material about 1 foot across and weighing
255
WILL-O’-WISP
Will-o’-wisp
Wight
256
about 3 pounds, and its glowing body sheds as much light as a
torch.
Will- o’-wisps speak Common and Auran. They have no
vocal apparatus but can vibrate to create a voice with a ghostly
sound
COMBAT
Will-o’-wisps usually avoid combat. They prefer to
confuse and bewilder adventurers, luring them into
morasses or other hazardous places. When they are
forced to fight, they loose small electrical shocks,
which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is im-mune to most spells or spell-like abilities that allow
spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened
will-o’-wisp can extinguish its glow, effectively becom-ing invisible as the spell.
