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Spellvoid

Creature 6 — aberration, air

Pre-Remaster content. May include legacy alignment.

ShadeAERIALaberrationairelectricity

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; darkvision
Languages aklo, common
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 Shock (electricity, magical) +17, Damage 2d8+4 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.
Magic Immunity — A will-o'-wisp is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, and Quandary.
Feed on Magic (concentrate) — Requirement A creature who can cast spells is within 15 feet of the spellvoid

Effect The spellvoid feeds on the creature's magic. The spellvoid regains 2d8 healing Hit Points, and the target must attempt a DC 24 Will save.

The target is then temporarily immune for 1 hour.

Critical Success The target is unaffected.

Success The first time the target Casts a Spell before the start of the spellvoid's next turn, the spell is disrupted unless the target succeeds at a DC 15 Flat check.

Failure As success, but the effect applies the first time the target Casts a Spell within the next minute.

Critical Failure As success, but the effect applies each time the target Casts a Spell within the next minute. In addition, the spellvoid doubles the Hit Points it regains.
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.

WORKS WELL WITH

AnvilLANDA frontline bruiser keeps melee threats occupied while this drainer slips past to feed on an unguarded caster.
FlankerLANDA mobile striker forces the party to split attention between grounded threats and the airborne drainer.
SnareLANDA controller that keeps the party bunched near difficult terrain gives this drainer repeated approach windows on an isolated caster.

PUNISHES

✖ spellcasting reliance✖ low Perception✖ isolated positioning
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #164: Hands of the Devil.

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