Will o' the wisp

To Celtic Monsters To Main Bestiary

Celtic border

Will-o'-the-Wisp - Oil on canvas - 81 x 59 cm - Museum Georg Schäfer, Schweinfurt (1862) Arnold Böcklin (1827–1901) Will-o'-the-Wisp - Oil on canvas - 81 x 59 cm - Museum Georg Schäfer, Schweinfurt (1862) Arnold Böcklin (18271901)

Evil creatures that feed on the powerful emotions associate with panic, horror, and death. The will o' the wisps is held to be mischievous spirits of the dead or other supernatural beings attempting to lead travellers astray. Sometimes they are believed to be the spirits of stillborn children.

They are in fact type of spirit wholly independent from humans unlike ghosts, which are presumed to have been humans at some point in the past.

They appear as a faintly glowing vaporous sphere of yellow, white, green, or blue light, and are easily mistaken for lanterns in their native habitat. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o'-wisp's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.

Will-o'-wisps speak they have no vocal apparatus but can vibrate to create a voice with a ghostly sound.

Small aberration (Air)
Hit Dice 9d8 (40 hp)
Initiative +13
Speed Fly 50 ft. (perfect) (10 squares)
Armor Class 29 (+1 size, +9 Dexterity, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple +6/-3
Attack Shock +16 melee touch (2d8 electricity)
Full Attack Shock +16 melee touch (2d8 electricity)
Space/Reach 5 ft./5 ft.
Special Attacks -
Special Qualities Darkvision 60 ft., immunity to magic, natural invisibility
Saves Fort +3, Ref +12, Will +9
Abilities Strength 1, Dexterity 29, Constitution 10, Intelligence 15, Wisdom 16, Charisma 12
Skills Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB
Environment Temperate marshes
Organization Solitary, pair, or string (3-4)
Challenge Rating 6
Treasure 1/10 coins; 50% goods; 50% items
Alignment Usually chaotic evil
Advancement 10-18 HD (Small)
Level Adjustment -

Combat

Will-o'-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.

Immunity to Magic (Ex) A will-o'-wisp is immune to most spells or spell-like abilities that allow Spell Resistance, except magic missile and maze.

Natural Invisibility (Ex) A startled or frightened will-o'-wisp can extinguish its glow, effectively becoming invisible as the spell.

Celtic Border

To Celtic Monsters To Main Bestiary

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.