3e SRD:Will-o'-wisp
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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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