Size:
± Small
Type:
± Aberration
Form:
Temper:
# App:
± 1d4
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
± 50'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 shock (2d8)
Circumstance: Combat
Special
Avoids Combat
A will-o'-wisp usually avoids combat.
Special
Electrical Shock
When it is forced to fight, it emits small electrical shocks.
Special
Magic Immunity
A will-o'-wisp is immune to all spells except magic missile.
Special
Extinguish Glow
A startled or frightened will-o'-wisp can extinguish its glow, effectively becoming invisible.
Environments
swamp
A faintly-glowing sphere of light easily mistaken for a lantern
A Will-o'-Wisp is a faintly-glowing sphere of light that is yellow or white. It is easily mistaken for a lantern, especially in the foggy marshes and swamps where it typically resides. A will-o'-wisp's body is a globe of spongy material about 1 foot across and weighs about 3 pounds. Its body casts as much light as a torch. It has no vocal apparatus, but can vibrate to create a voice with a ghostly sound.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
wetland
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Feed on Fear
Circumstance: An enemy is under a fear effect or dying within 15 feet of the wi
The will-o'wisp feeds on the creature's terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o'-wisp can take this action only once per round.
Ability
Glow
(aura, light) 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible.
Ability
Go Dark
(concentrate) The will-o'-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only hidden to all observers until it moves.
Ability
Magic Immunity
A will-o'-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze.
Offense
Melee
Circumstance: combat round (melee)
shock +17 [+12/+7] (electricity, magical), Damage 2d8+4 electricity
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Immunity
magic
Language
Aklo
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
A faintly-glowing sphere of light easily mistaken for a lantern
A Will-o'-Wisp is a faintly-glowing sphere of light that is yellow or white. It is easily mistaken for a lantern, especially in the foggy marshes and swamps where it typically resides. A will-o'-wisp's body is a globe of spongy material about 1 foot across and weighs about 3 pounds. Its body casts as much light as a torch. It has no vocal apparatus, but can vibrate to create a voice with a ghostly sound.
Basic Fantasy Field Guide Omnibus