Will-o'-Wisp

Creature 6
  • Small
  • aberration
  • air
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

Running this fight? Add the will-o'-wisp to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

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