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Dune Candle

Creature 6 — 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: abomination-vaults-bestiary (Pre-Remaster)

Perception +16
Skills acrobatics +18, deception +12, intimidation +12, stealth +16
Str
-5
Dex
+6
Con
+0
Int
+2
Wis
+4
Cha
+2
AC 27 Fort +10 Ref +16 Will +14
HP 50
Speed 0 feet, fly 50 feet

Offense

Melee Flare +17, Damage 2d4+4 fire

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.
Magic Immunity — A will-o'-wisp is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, and Quandary.
Heat Mirage (concentrate) — The dune candle extinguishes its glow, becoming Invisible. It can end this effect with another use of this action. Its body reflects creatures on fire (but not other fires) while it's invisible. As a result, when any creature within 20 feet of the dune candle is taking Persistent Fire Damage, the dune candle is Hidden to observers rather than Undetected.
Light the Living Wick (arcane) — A creature damaged by a dune candle's flare Strike must succeed at a DC 24 Fortitude save or catch on fire, taking 1d4 persistent fire damage. If the creature is already taking persistent fire damage, a failed save increases the persistent fire damage by 1d4.

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