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Ancient Wisp

This creature did not include a description.

Recall Knowledge - Aberration (Occultism): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Ancient WispCreature 9

Legacy Content

Rare CE Small Aberration Air 
Source Kingmaker Adventure Path pg. 364
Variant will-o'-wisp
Perception +22; darkvision
Languages Aklo, Common
Skills Acrobatics +21, Deception +18, Intimidation +18, Stealth +19
Str -5, Dex +7, Con +0, Int +4, Wis +6, Cha +4
AC 31; Fort +14, Ref +21, Will +18
HP 110; Immunities magic
Glow (aura, light) 30 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. An Ancient Wisp can also appear as a tiny pinpoint of light.Magic Immunity A will-o'-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze.
Speed fly 50 feet
Melee [one-action] shock +21 [+16/+11] (electricity, magical), Damage 2d12-2+10 electricityFeed 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 2d8 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.