Will-o'-Wisp
Small Aberration (Air) — CR 6
- 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
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.