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Will-o'-the-Deep

Creature 6 — aberration, air, amphibious

Pre-Remaster content. May include legacy alignment.

ShadeSniperAQUATICLANDAERIALaberrationelectricityair

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, swim 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.
Aquatic Ambush — 60 feet

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
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 2d4 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.

WORKS WELL WITH

AnvilLAND / AQUATICA durable front-line body draws attention so this invisible skirmisher can go dark and strike from outside melee reach.
SnareAQUATIC / LANDA controller that inflicts fear or drops a target toward dying hands this ambusher an easy trigger for its terror-feeding attack.
CrasherLAND / AQUATIC / AERIALA heavy striker that drives a target to the brink of dying creates the exact opening this ambusher needs to feed and heal.

PUNISHES

✖ frightened or dying allies left exposed✖ isolated targets✖ low Will
Avoid pairing with another invisibility-reliant ambusher, since both competing for the same surprise window undercuts the tactic.
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.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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