Will-o’-wisps are shockingly (oh God, I just realized the
pun there and now I hate myself almost as much as you do) nasty opponents. AC 26, Dex 29, natural invisibility, immunity
to most magic…there’s a reason these things are CR 6 foes. If your party is underpowered or bad at
problem solving, you’d better hope you don’t run into a string of them.
Plus, pretty much no will-o’-wisp encounter occurs without a
complicating factor. When was the
last time you tackled a will-o’-wisp that didn't also involve a bog, quicksand,
or some other nasty hazard? And
because they feed on fear, they're born combo monsters. Haunts are mostly harmless…until a
will-o’-wisp shows up. A pride of
krenshars won’t scare most PCs, but your hirelings and animal companions are
another story, and then the wisps gain fast healing. Mothman plus will-o’-wisp plus mudslide? This just became a CR 8 or 9 encounter.
And what exactly are
they? “Immortal” plus “aberration”
basically makes them “anything you want.”
I always default to Western Europe, so I tend to treat them similar to
fey, luring travelers astray in the classic fashion. But why not make them creatures of the Plane of Air? Creations of the aboleths or
caulborn? Otherworldly visitors? Living shocking grasp spells?
The illuminated fragments of a computer virus? The genii loci of
swamps that fester into evil? All
these possibilities are on the table.
Despite my own Celtic leanings, these will-o’-wisps go a bit
astray from the folklore…
Sailors fleeing sahuagin
are driven toward a strange island.
But the moment the ship crosses the reefs and reaches the shelter of a lagoon,
the shark-men flee in a panic. The
reason is soon clear—saint’s fire plays over the mast, then resolves into a
string of deadly will-o’-wisps.
That, and the fact that the island is covered in bluish vegetation and
mi-go can be seen flitting around the peak in the distance, all seem to
indicate all is not normal on this island.
Will-o’-wisps follow
mothmen like pilot fish after a shark. When adventurers seek to raise a sunken tower from the
bottom of the swamp, a mothman arrives to observe—possibly heralding
calamity. But while he makes no
move against the adventurers unless attacked, the will-o’-wisps that follow him
are not so patient.
After proteans rip
through an axiomite metropolis, their very presence introduces chaos into
the glowing equations that are the foundation of the city—and its people. Some of these rogue, unsolvable
equations coalesce into sparking, evil intelligences that lurk in the swampy,
poorly proven substrata below street level.
—Pathfinder Bestiary
177
I mentioned Dragon
Magazine #138 the other day.
If you found a copy, flip to “Between Lightning & Thunder,” Nancy
Varian Berberick’s amazing story about a dwarf and the human boy he adopts vs.
a wight and some nasty will-o’-wisps (though the story calls them wood imps).
Lots of reader comments to get through…but that’s what the
weekend is for, right? Have a good
one!
I love the idea of axiomites turning into will-o-wisps. The idea opens up a lot of other situations. Especially if you advance the wisp a bit and make it so they can return to looking like an axiomite. A whole town of will-o-wisps/axiomites would be a nasty surprise to throw at a party.
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