Will o' the Wisp: Difference between revisions
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| colspan="3" |'''[[Armor]] Rating''' 10 | | colspan="3" |'''[[Armor]] Rating''' 10 (15 with Nimble) | ||
| colspan="3" |'''Immune''' Psychic | | colspan="3" |'''Immune''' Psychic | ||
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! colspan="6" |Features | ! colspan="6" |Features | ||
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| colspan="6" |''' | | colspan="6" |'''Nimble.''' The Will o’ the Wisp has +2 REF and can use its REF in place of its AR. | ||
'''Glow.''' The Will o’ the Wisp can emit bright light in up to a 10 ft radius and can control how brightly it shines. It sheds dim light for twice the distance that it sheds bright light. | '''Glow.''' The Will o’ the Wisp can emit bright light in up to a 10 ft radius and can control how brightly it shines. It sheds dim light for twice the distance that it sheds bright light. | ||
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Latest revision as of 04:44, 3 May 2024
Tiny fae spirits that populate woodland areas, will o’ the wisps usually remain invisible, but at times they glow or twinkle like fireflies. They often partner with wardens of their woodlands, guiding well-intentioned heroes through confusing forests or leading more malicious actors to their doom.
Will o' the Wisp | |||||
|---|---|---|---|---|---|
| Monster Level: 0.5 | |||||
| Diminutive. Fae Plant | |||||
| STR | DEX | END | AWR | INT | CHA |
| -2 | 3 | 0 | 0 | -3 | 2 |
| Ref: 13 | Fort: 10 | Ant: 10 | Log: 7 | Will: 12 | |
| Armor Rating 10 (15 with Nimble) | Immune Psychic | ||||
| Hit Points 10 | Senses Blindsight 120 ft | ||||
| Speed 30 ft (Hover) | Traits Immutable, Vigilant | ||||
| Skills (CHA) Deceiving +3 | |||||
| Features | |||||
| Nimble. The Will o’ the Wisp has +2 REF and can use its REF in place of its AR.
Glow. The Will o’ the Wisp can emit bright light in up to a 10 ft radius and can control how brightly it shines. It sheds dim light for twice the distance that it sheds bright light. | |||||
| Actions | |||||
The Will o’ the Wisp can MOVE and take ONE of the following actions. | |||||
| Move. The Will o’ the Wisp can move up to its speed.
Entice. Ranged 60 ft Natural Weapon. +2 vs WILL. Hit: The creature must spend at least 1 AP moving towards the Will o’ the Wisp on its next turn, and cannot willingly move farther away from the Will o’ the Wisp until after the Will o’ the Wisp’s next turn. | |||||