The Will-o'-wisp is a Level 6 creature, with Armor Class 27 and 50 hit points. The will-o'-wisp is a malevolent, translucent aberration that lures travelers to their doom by mimicking lanterns or torches in treacherous terrain.
- **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 faerie fire, glitterdust, magic missile, and maze.
- **Feed on Fear** (concentrate) **Requirements** An enemy is under a fear effect or dying within 15 feet of the will-o'-wisp. The will-o'-wisp feeds on the creature's terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o'-wisp can take this action only once per round.
- **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.
Common Questions
How much HP does a Will-o'-wisp have?
50 hit points.
What level is a Will-o'-wisp?
Level 6.
What is a Will-o'-wisp's Armor Class?
AC 27.
How fast can a Will-o'-wisp move?
Speed fly 50 ft.
Use Will-o'-wisp at your table
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Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.