Will-o'-Wisp

Small Aberration (Air) — CR 6

Monster Manual v.3.5 (MM), p. 2553.5
Hit Dice
9d8 (40 hp)
Initiative
+13
Speed
Fly (Perfect) 50 ft
Armor Class
29, 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)
STR
1
DEX
29
CON
10
INT
15
WIS
16
CHA
12
Fort / Ref / Will
+3 / +12 / +9
Challenge Rating
6
Alignment
Usually Chaotic-Evil
Organization
Solitary, pair, or string (3–4)
Treasure
1/10 coins; 50% goods; 50% items
Environment
Marshes
Level Adjustment

Special Abilities

DarkvisionImmunity to MagicNatural Invisibility

Feats

This creature seems to be nothing but a faintly glowing sphere of light.

Description

Will-o’-wisps are evil creatures that feed on the powerful emotions associated with panic, horror, and death. They delight in living 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’-wisps body is a globe of spongy material about 1 foot across and weighing 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): Immune to SR-allowing spells except magic missile and maze.

Natural Invisibility (Ex): Can extinguish glow to become invisible.

Immunity to Magic (Ex): A will-o’-wisp is immune 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 becoming invisible as the spell.