Will-o'-Wisp
Creature 6- Perception
- +16; darkvision
- Languages
- Aklo, Common
- Skills
- Acrobatics +18, Deception +12, Intimidation +12, Stealth +16
- Str −5, Dex +6, Con +0, Int +2, Wis +4, Cha +2
- AC
- 27; Fort +10, Ref +16, Will +14
- HP
- 50
Glow (aura, light) 20 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.
Magic Immunity A will-o'-wisp is immune to all spells except Force Barrage, Quandary, and Revealing Light.
- Speed
- 0 feet, fly 50 feet
Melee ◆ shock +17 (electricity, magical), Damage 2d8+4 electricity
Feed on Fear ◆ (concentrate) Frequency once per round
Requirements An enemy within 15 feet is under a fear effect or Dying
Effect The will-o'-wisp feeds on the creature's terror. It regains 2d4 healing Hit Points, and if it has Gone Dark, its glow reignites.
Go Dark ◆ (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.
Source: Pathfinder Monster Core