Will-o'-wisp | 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) |
| Description: |
Combat
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.
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