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Size & Type (subtype):Small Aberration (Air)Hit Dice:9d8 (40)
Initiative:   +13 (+9 Dex, +4 Improved Initiative)   Speed:   Fly 50 ft. (perfect)  
Armor Class:   29 (+1 size, +9 Dex, +9 deflection)   Attacks:   Shock +16 melee  
Damage:   Shock 2d8   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Spell immunity, natural invisibility  
Saving Throws  Fortitude: 3  
Reflex: 12  
Will: 9  
Abilities:   Str:
Dex: 29
Con: 10
Int: 15
Wis: 16
Cha: 12
Skills:   Bluff +11, Listen +17, Search +14, Spot +17   Feats:   Alertness, Blind-Fight, Dodge, Improved Initiative  
Climate and Terrain:   Any swamp   Climate:   cold,temperate,warm  
Terrain:   marsh   Organization:   Solitary or string (2-4)  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always chaotic evil  
Advancement:   10-18 HD (Small)  



Spell Immunity (Ex): The only spells that can affect will-o'-wisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.

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


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002