Will-0-wisps commonly haunt deserted, dangerous places such as bogs,
fens, swamps, or catacombs where mires, quicksand, pit traps and the
like are plentiful. A victim trapped by these hazards feeds the will-0-wisp
as it expires, for the thing feeds upon the fleeing life force. Thus, will-owisps seek to lure prey to their doom. 10% of the time 1-3 are encountered,
and in these cases the creatures’ lair will be nearby 90% of the time. The
creature can attack, however, any hit causing 2-16 points of electrical
damage to the opponent.
A will-0-wisp is able to grow bright or very dim in order to confuse prey.
It can move slowly or flit about. It can blank out its glow entirely for 2-8
melee rounds if it does not attack, and at that time it can be detected only
by creatures able to see invisible obiects.
While any weapon will harm a will-0-wisp, most spells do not affect it. The
only spells which can affect the creature are protection from evil, magic
missile and maze. If brought to 5 or fewer remaining hit points a will-owisp will reveal its lair and give over its treasure.
Description: A will-0-wisp is a glowing sphere, looking like a lantern, torch
or even a dancing lights spell effect. In combat they glow blue, violet or
pale green.