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Spirit of StisshakCreature 7


UniqueCESmallAberrationAir
Source Pathfinder Kingmaker
Perception +18 (darkvision)
Languages Aklo, Common, Draconic, Iruxi
Skills Acrobatics +20, Deception +14, Intimidation +14, Religion +12, Stealth +18
Str -5, Dex +6, Con +0, Int +2, Wis +5, Cha +2

AC 28; Fort +12; Reflex +18; Will +16;
HP 65
Speed 0 feet (fly 50 feet)

Shock One Action +19 (+14, +9) to hit (electricity, magical) 2d8+6 Electricity

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.

Glow (aura, light)

20 feet Aura


A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible.

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. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites.

A will-o'-wisp can take this action only once per round.

Go Dark One Action (concentrate)

The will-o'-wisp extinguishes its glow, becoming Invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only Hidden to all observers until it moves.

Invoke Stisshak Two Actions (auditory, illusion, occult, visual)

Frequency once per day

Effect The Spirit of Stisshak manifests a shimmering form, that of a regal lizardfolk king made of flickering ghostly light. This image is Medium and must manifest within 10 feet of the will-o'-wisp. The will-o'-wisp can sustain the image by concentrating, and can speak through it and control minor motions (such as movement of limbs), but cannot cause it to leave the square in which it appeared. The will-o'-wisp gains a +2 circumstance bonus on Intimidation checks made to demoralize foes through this invoked image. Any damage inflicted to the will-o'-wisp or the illusion itself causes the invoked illusion to vanish immediately.


Occult Innate Spells (DC 25, +17 to hit)

1st Level: Fear
3rd Level: Mind Reading
4th Level: Modify Memory, Nightmare


Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn't, in fact, leading them to safety. Even invisible, however, a will-o'-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims.

Beneath its glow, a will-o'-wisp's body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o'-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o'-wisps have no need for mundane nourishment, and in fact lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o'-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o'-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.

Will-o'-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o'-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they're lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o'-wisps try to vary the ways in which they induce terror in their prey, to ensure they don't tire of certain flavors of fear.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.