Monsters / Will-o'-Wisp
Will-o'-Wisp
CR 6 - 2,400 XP - CE Small Aberration
Stat block
AC26 (touch 26, flat-footed 16)HP40 (9d8)SavesFort +3, Ref +12, Will +9Meleeshock +16 touch (2d8 electricity)Speedfly 50 ft. (perfect)AbilitiesStr 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14BAB / CMB / CMD+6 / +0 / 24Sensesdarkvision 60 ft.; Perception +15Environmentany swamp
immune magic
Combat brain - every behavior cites its line (5 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
lure (from lore)
In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken ...
In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken ...
skirmisher (from abilities)
abilities: Dex 29 over Str 1 - strike and slip away, never trade full attacks
abilities: Dex 29 over Str 1 - strike and slip away, never trade full attacks
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +15 - hunts where prey is blind
senses: darkvision 60 ft.; Perception +15 - hunts where prey is blind
targets-weakest (from alignment)
alignment CE, Int 15 - picks off the wounded and the unarmored first
alignment CE, Int 15 - picks off the wounded and the unarmored first
From the entry
Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light-jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights-but all recognize them as dangerous predators and false guides in the darkness.
Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor si...