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|This material is published under the OGL 1.0a.|
|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|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|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|
|Organization:||Solitary or string (2-4)|
|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.
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