Ancient Wisp
Creature 10 (rare) — aberration, air
Pre-Remaster content. May include legacy alignment.
Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn
Source: kingmaker-bestiary (Pre-Remaster)
Perception +22
Skills acrobatics +23, deception +20, intimidation +20, stealth +21
Str
-5
Dex
+7
Con
+0
Int
+4
Wis
+6
Cha
+4
AC 33
Fort +16
Ref +23
Will +20
HP 130
Speed 0 feet, fly 50 feet
Offense
Melee Shock +23, Damage 2d12+10 electricity
Abilities
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. An Ancient Wisp can appear as a tiny pinpoint of light.
Magic Immunity — A will-o'-wisp is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, and Quandary.
Feed on Fear (concentrate) — Requirement An enemy is under a fear effect or Dying within 15 feet of the will-o'-wisp.
Effect The will-o'wisp feeds on the creature's terror. It regains 2d8 healing Hit Points, and if it has Gone Dark, its glow reignites.
A will-o'-wisp can take this action only once per round.
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.
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