3e SRD:Will-o'-wisp
| This material is published under the OGL 1.0a. |
Will-o'-wisp
| Size/Type: | Small Aberration (Air) |
|---|---|
| Hit Dice: | 9d8 (40 hp) |
| Initiative: | +13 (+9 Dex, +4 Improved Initiative) |
| Speed: | Fly 50 ft. (perfect) |
| AC: | 29 (+1 size, +9 Dex, +9 deflection) |
| Attacks: | Shock +16 melee |
| Damage: | Shock 2d8 |
| Face/Reach: | 5 ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | Spell immunity, natural invisibility |
| Saves: | Fort +3, Ref +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/Terrain: | Any swamp |
| Organization: | Solitary or string (2-4) |
| Challenge Rating: | 6 |
| Treasure: | 1/10 coins; 50% goods; 50% items |
| Alignment: | Always chaotic evil |
| Advancement: | 10-18 HD (Small) |
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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