Found in deserted and dangerous places like swamps and catacombs, these malevolent spirits appear as glowing orbs, often misleading adventurers to their doom. Will-o-Wisps feed on fear and despair, using their abilities to lure and trap their victims.
Armor Class Hit Points Move
Armor Class: 19
Hit Points: 22 (3d8)
Move: fly 50 ft
Appearing Habitat
Appearing: 1d4
Habitat: Swamps, Forests, Catacombs
Negotiation Morale DC Challenge
Negotiation: No
Morale DC: 15
Challenge: 2 (250 XP per monster)
Ability Scores
STR: -5
DEX: +4
CON: +0
INT: -1
WIS: +1
CHA: -2
Combat
Attacks: 1 attack per round.
Hit Bonus: +4.
Damage: 2d8 shock damage.
Special Attacks
Electric Shock: Deals 2d8 lightning damage on a successful hit.
Invisibility: Can turn invisible at will.
Special Defense
Spell Immunity: Immune to most spells, only affected by magic circles against chaos and evil, magic missile, maze, and protections from evil and chaos.