My Documents
Become a Patron!
## Will-o'-Wisp In Esaria, will-o'-wisps are the souls of wizards who could not let go of their power. They retain only the barest fragments of the personality or sense of self that they had in life, and exist only as roving entities of arcane energy. Life, the living, and the things related to them no longer have meaning; they exist only to consume magic. ***Unrelenting Power.*** Some powerful wizards cannot let go of their power, and when they die their soul refuses to pass on. There is no specific ritual, and this state of being doesn't seem to be a thing that anyone seeks. Only when a wizard is obsessed with attaining more power, dies violently, spent a lifetime of rage and anger, or any combination of the three, their soul just will not let go. Strangely, this phenomenon seems to not happen to sorcerers. ***Obsessive Madness.*** Will-o'-wisps retain almost none of the personality, feelings, or memories that they had in life. Their sense of self is almost entirely overwhelmed by rage, and their hunger for more arcane power. They tend not to recognize the value or presence of living creatures, unless they sense the power of arcane magic on which to feed. ***Hunger for Magic.*** The only focus of will-o'-wisps is to feed on arcane power. Magic items, enchanted places, constructs, and the spell slots of arcane magic users are all equally enticing to any will-o'-wisp. They consume magic the way vampires do blood; it sustains them, and feeds their power. Areas in which will-o'-wisps spend much time will eventually be drained of magic. No magic items can be found, no magical creatures survive, and no arcane spellcasters dare tread. Eventually, if the creature is not destroyed, the area can be reduced to a null-magic zone. ***Hope and Doom.*** When seen from a distance, will-o'-wisps are often mistaken for bobbing lantern lights. They sometimes alter their colors, or wink out completely, which may occasionally give away their true form, but they have drawn many weary, desperate travelers to their death. Most unfortunate creatures are lured into quicksand, monster lairs, swamp water, or other dangerous places, but this is often unintentional. Sorcerers and wizards are often lured into places that will leave them vulnerable, so the will-o'-wisp can feed on their power. ***Undead Nature.*** A will-o'-wisp doesn't require air, drink, or sleep. \columnbreak
> ##### Alternate Will-o'-Wisp Spells > At the DM's discretion, a will-o'-wisp can wield different spells, rather than the ones listed in the stat block below. You may choose any spell from the wizard's spell list. >
For the regular actions, 1st- to 3rd-level spell recharges on a roll of 4 or more; a 4th- to 6th-level spell recharges on a roll of 5 or more; and a 7th- or higher level spell recharges on a roll of 6. >
For legendary actions, 1st- and 2nd-level spells cost 1 action; 3rd- and 4th-level spells cost 2 actions; 5th- and 6th-level spells cost 3 actions; 7th- and higher level spells are unavailable. >
For the most part, it's best to choose damaging spells for the will-o'-wisps regular actions, and utility spells for the will-o'-wisp's legendary actions. All spells are cast at their base level, and the will-o'-wisp cannot cast them at higher levels. >
> ##### Knowledge of Will-o'-Wisps > Players can make Intelligence (Arcana) or Intelligence (Religion) checks to determine what their characters know about will-o'-wisps. > > Any sorcerer, wizard, sage, or character who lives in an area near will-o'-wisps, has advantage on their check. > > When a player makes their check, read to them (or let them read) every entry for which the DC is equal to or less than the result of their check. > > ***DC 10.*** In the dark places of the world are disembodied spirits, called will-o'-wisps. They live far from society, and are terribly cruel. Travelers speak of faint lanterns glowing in the distance that can lead people to their doom. > > ***DC 16.*** Will-o'-wisps consume arcane magic, in all its forms. They are also incorporeal, and glow with an ethereal light. They can cast magical spells, the same kind that wizards once used, and they are extremely powerful. Not all will-o'-wisps cast the same spells. > > ***DC 22.*** They are immune to lightning and poison, and they are resistant to acid, cold, fire, necrotic, and thunder damage, as well as nonmagical weapons. Legends say that will-o'-wisps are the souls of wizards who could not let go of their power, or who died in anger and pain.
W
ESARIAN ECOLOGY | WILL-O'-WISP
\pagebreakNum ___ ___ > ## Esarian Will-o'-Wisp > *Tiny undead, chaotic evil* > ___ > - **Armor Class** 19 > - **Hit Points** 50 (20d4) > - **Speed** 0 ft., fly 50 ft. (hover) > ___ > | STR | DEX | CON | INT | WIS | CHA | > |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| > | 1 (-5)|28 (+9)|10 (+0)|20 (+5)|14 (+2)| 5 (-3)| > ___ > - **Saving Throws** Con +4, Int +9, Wis +6 > - **Damage Immunities** lightning, poison > - **Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** the will-o'-wisp knows the languages it knew in life, but its madness prevents communication > - **Challenge** 12 (8,400 XP) > ___ >
**Consume Magic.** As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that can cast arcane spells. The target must succeed on a DC 17 Intelligence saving throw against this magic or lose the highest-level spell slot it currently has. If the target loses a spell slot, one of the will-o'-wisp's rechargeable actions immediately recharges. > > **Ephemeral.** The will-o'-wisp can't wear or carry anything. > > **Incorporeal Movement.** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > **Legendary Resistance (3/Day).** If the will-o'-wisp fails a saving throw, it can choose to succeed instead. > > **Variable Illumination.** The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. >
> ### Actions > ***Shock Pulse.*** The will-o'-wisp lets forth a pulse of electricity. Every creature within 5 feet takes 26 (4d12) lightning damage, or half as much on a successful DC 17 Constitution saving throw. > > ***Fireball (Recharge 4-6).*** A bright streak flashes from the will-o'-wisp to a point that it can see within 150 feet, and explodes into a fiery inferno. Each creature in a 20-foot-radius sphere centered on that point takes 28 (8d6) fire damage, or half as much on a successful DC 17 Dexterity saving throw. >
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. > > ***Disintegrate (Recharge 5-6).*** The will-o'-wisp glows green and fires a thin green ray at a creature or object that it can see within 60 feet. >
A creature targeted by this spell must make a DC 17 Dexterity saving throw. On a failed save, the target takes 75 (10d6 + 40) force damage. If this damage reduces the target to 0 hit points, it is disintegrated. >
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. > > ***Power Word Kill (Recharge 6).*** The will-o'-wisp pulses, and compels one creature it can see within 60 feet to die instantly. If the target has 100 hit points or fewer, it dies. Otherwise, this attack has no effect. > ### Legendary Actions > The will-o'-wisp can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The will-o'-wisp regains spent legendary actions at the start of its turn. > > **Flight.** The will-o'-wisp flies up to half its flying speed. > **Darkness.** The will-o'-wisp casts *darkness* on a point it >
can see within 60 feet. >
**Greater Invisibility (Costs 2 Actions).** The will-o'-wisp >
casts *greater invisibility* on itself. >
**True Seeing (Costs 3 Actions).** The will-o'-wisp casts *true* >
*seeing* on itself. > ##### Divine Lands Content > Divine Lands Campaign Setting, Esaria, Esarian © 2019 J.L. V'Tar, all rights reserved. > >
You can find me on
Patreon
and
Twitter
. >
If you like my work, please support me on Patreon.
W
ESARIAN ECOLOGY | WILL-O'-WISP
2