Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant will-o'-wisp
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 2d8 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) 30 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. An Ancient Wisp can also appear as a tiny pinpoint of light.
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 +23 [+18/+13] (electricity, magical), Damage 2d12+10 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