WILL-0-(THE)-WISP

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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.
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