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Dread WispCreature 9


UncommonCESmallAberration
Source Pathfinder #165: Eyes of Empty Death
Perception +20 (darkvision)
Languages Aklo, Common
Skills Acrobatics +23, Deception +16, Intimidation +16, Stealth +23
Str -5, Dex +6, Con +0, Int +2, Wis +4, Cha +2

AC 31; Fort +14; Reflex +21; Will +18;
HP 90 (negative healing)
Speed 0 feet (fly 50 feet)
Immunities magic
Weaknesses Positive 10

Draining Touch One Action +17 (+12, +7) to hit (magical, negative) 3d8+8 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Dread Flickering (aura, light)

20 feet Aura


A dread wisp, though naturally invisible, glows with a grayish illumination, casting dim light in the aura and making them visible. Living creatures that end their turn in the aura must succeed at a DC 25 will saving throw or become Frightened 1 (or Frightened 2 on a critical failure).

Those that critically succeed are temporarily immune for 10 minutes.

Magic Immunity

A dread wisp is immune to all spells except Faerie Fire, Magic Missile, Maze, Searing Light, and spells with the positive trait.

Feed on Despair One Action (concentrate, necromancy, negative, occult)

Frequency once per round

Requirement An enemy within 15 feet of the dread wisp is under a fear effect, Drained, or Dying


Effect The dread wisp feeds on the creature's despair. The dread wisp regains 2d8 Hit Points and deals 3d8 negative damage to the creature (DC 25 basic fortitude save), and if the dread wisp has Gone Dark, their Dread Flickering reignites.

Go Dark One Action (concentrate)

The dread wisp extinguishes their Dread Flickering, becoming Invisible. They can end this effect with another use of this action. If the dread wisp uses their draining touch Strike while invisible, the arc of pale energy lets any observer determine their location, making them Hidden to all observers only until the dread wisp moves.

Shadow Flitter One Action (conjuration, occult, teleportation)

The dread wisp teleports to a square they can see within 30 feet that isn't in an area of bright light. The dread wisp can't use again for 1d4 rounds.

Wearying Touch

If the dread wisp critically hits with their draining touch Strike, the target is Drained 1.


Will-o'-wisps native to the Darklands are more ominous and malevolent than those that bob about in the lonely marshes and surfaces of the upper world. These dread wisps instill terror with eerie shifts of light and consume the fear they create, drawing life energy from their victims in the process. While dread wisps can survive anywhere within the Darklands, they prefer moist areas like partially submerged caves, the banks of underground rivers, and towering fungus gardens.

Dread wisps don't glow as brightly as surface will-o'-wisps because even the dimmest light attracts notice underground. Long-lived and hateful creatures, they remember vivid details about their lives, travels, and most delicious prey. Although dread wisps could share extensive lore and unique experiences, they don't, as they find amusement in others' ignorance.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.