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Gloaming Will-o'-WispCreature 13


UncommonCESmallAberrationAir
Source Pathfinder #160: Assault on Hunting Lodge Seven
Perception +25 (greater darkvision)
Languages Aklo, Common
Skills Acrobatics +29, Deception +23, Intimidation +23, Stealth +27
Str -5, Dex +8, Con +2, Int +2, Wis +6, Cha +4

AC 37; Fort +19; Reflex +27; Will +23;
HP 110
Speed 0 feet (fly 50 feet)
Immunities magic

shock One Action +27 (+22, +17) to hit (electricity, magical) 4d8+13 Electricity

Hypnotic Glow (aura, light, mental)

30 feet. Similar to other will-o'-wisps, a gloaming will-o'-wisp is naturally invisible, but glows with a faint colored light. They cast dim light in the aura, which makes them visible. In addition, any non-aberration creature that ends their turn in the aura and can see the gloaming will-o'-wisp is distracted by the gloaming will-o'-wisp's glow and must attempt a DC 31 will save. On a failure, the creature is stupefied 1 for 1 round and takes 3d6 mental damage.

Magic Immunity

A will-o'-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze.

Feed on Fear One Action (concentrate)

Requirement An enemy is under a fear effect or dying within 15 feet of the will-o'-wisp


Effect The will-o'-wisp feeds on the creature's terror. They regains 4d8 Hit Points, and if they've Gone Dark, their glow reignites. A will-o'-wisp can take this action only once per round.

Go Dark One Action (concentrate)

The gloaming will-o'-wisp extinguishes their hypnotic glow, becoming invisible. They can end this effect with another use of this action. If they use their shock attack while invisible, the arc of electricity lets any observer determine their location, making the will-o'-wisp only hidden to observers until they move.



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.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.