Dread Wisp
Creature 9 (uncommon) — aberration
Pre-Remaster content. May include legacy alignment.
Will-o'-wisps native to the Darklands are more ominous and malevolent than those that bob about in the lonely marshes and surfaces of the upper world. These dread wisps instill terror with eerie shifts of light and consume the fear they create, drawing life energy from their victims in the process. While dread wisps can survive anywhere within the Darklands, they prefer moist areas like partially submerged caves, the banks of underground rivers, and towering fungus gardens. Dread wisps don't gl
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +20
Skills acrobatics +23, deception +16, intimidation +16, stealth +23
Str
-5
Dex
+6
Con
+0
Int
+2
Wis
+4
Cha
+2
AC 31
Fort +14
Ref +21
Will +18
HP 90
Weaknesses vitality 10
Speed 0 feet, fly 50 feet
Offense
Melee Draining Touch +17, Damage 3d8+8 void
Abilities
Dread Flickering (aura, light) — 20 feet. A dread wisp, though naturally invisible, glows with a grayish illumination, casting dim light in the aura and making them visible. Living creatures that end their turn in the aura must succeed at a DC 25 Will saving throw or become Frightened 1 (or Frightened 2 on a critical failure).
Those that critically succeed are temporarily immune for 10 minutes.
Magic Immunity — A dread wisp is immune to all spells except Faerie Fire, Force Barrage, Quandary, Holy Light, and spells with the vitality trait.
Void Healing — Negative Healing
Feed on Despair (concentrate, occult, void) — Frequency once per round
Requirement An enemy within 15 feet of the dread wisp is under a fear effect, Drained, or Dying
Effect The dread wisp feeds on the creature's despair. The dread wisp regains 2d8 healing Hit Points and deals 3d8 void damage to the creature (DC 25 Fortitude save), and if the dread wisp has Gone Dark, their Dread Flickering reignites.
Go Dark (concentrate) — The dread wisp extinguishes their Dread Flickering, becoming Invisible. They can end this effect with another use of this action. If the dread wisp uses their draining touch Strike while invisible, the arc of pale energy lets any observer determine their location, making them Hidden to all observers only until the dread wisp moves.
Shadow Flitter (occult, teleportation) — The dread wisp teleports to a square they can see within 30 feet that isn't in an area of bright light. The dread wisp can't use again for 1d4 rounds.
Wearying Touch — If the dread wisp critically hits with their draining touch Strike, the target is Drained 1.
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