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Gloaming Will-o'-Wisp

Creature 13 (uncommon) — aberration, air

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +25
Skills acrobatics +29, deception +23, intimidation +23, stealth +27
Str
-5
Dex
+8
Con
+2
Int
+2
Wis
+6
Cha
+4
AC 37 Fort +19 Ref +27 Will +23
HP 110
Speed 0 feet, fly 50 feet

Offense

Melee Shock +27, Damage 4d8+13 electricity

Abilities

Hypnotic Glow (aura, light, mental) — 30 feet. Similar to other will-o'-wisps, a gloaming will-o'-wisp is naturally invisible, but glows with a faint colored light. They cast dim light in the aura, which makes them visible. In addition, any non-aberration creature that ends their turn in the aura and can see the gloaming will-o'-wisp is distracted by the gloaming will-o'-wisp's glow and must attempt a DC 31 Will save. On a failure, the creature is Stupefied 1 for 1 round and takes 3d6 mental damage.
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. They regains 4d8 healing Hit Points, and if they've Gone Dark, their glow reignites. A will-o'-wisp can take this action only once per round.
Go Dark (concentrate) — The gloaming will-o'-wisp extinguishes their hypnotic glow, becoming Invisible. They can end this effect with another use of this action. If they use their shock attack while invisible, the arc of electricity lets any observer determine their location, making the will-o'-wisp only Hidden to observers until they move.

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