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Dread Wisp

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.

Recall Knowledge - Aberration (Occultism): DC 28

Elite | Normal | Weak

Dread WispCreature 9

Source Pathfinder #165: Eyes of Empty Death pg. 81
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, Ref +21, Will +18
HP 90 (negative healing); Immunities magic; Weaknesses positive 10
Dread Flickering (aura, light) 20 feet. 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.
Speed fly 50 feet
Melee Single ActionSingle Action draining touch +17 [+12/+7] (magical, negative), Damage 3d8+8 negative plus wearying touchFeed on Despair Single ActionSingle 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 Single ActionSingle 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 Single ActionSingle 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 Shadow Flitter again for 1d4 rounds.Wearying Touch If the dread wisp critically hits with their draining touch Strike, the target is drained 1.

Sidebar - Additional Lore Dread Wisp Origins

The origins of will-o'-wisps are hotly debated, but dread wisps have a commonly understood origin. Surface wisps give momentary hope to those lost and scared in a dark and damp wilderness, but nearly all of the Darklands is dark and damp. Hope has little place here, and defiant people and menacing monsters populate the Darklands. Subterranean will-o'-wisps adapted to overcome these new, resilient food sources. Dread wisps descended from those tenacious survivors.

All Monsters in "Wisp"

Dread Wisp9


Source Bestiary pg. 333
Nethys Note: this is not an official family and is a gathering of related creatures