| Id | 127 |
|---|---|
| Name | Will-o'-wisp |
| Size and Type | 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 |
| Saves_Fort | 3 |
| Saves_Ref | 12 |
| Saves_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 |
| Organization | Solitary or string (2-4) |
| CR | 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. |