Will-o'-Wisp (fey light)
Fey · Crown of Despair
T2d6Minor
Luring glow orbs, fey will-o'-wisps lead to bogs, feeding on despair.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fey Light
Immune to non-magical physical damage and drifts through creatures and objects; carries nothing. Its glow brightens to a 20 ft radius, dims, or goes out at will; unlit, the wisp is invisible.
Feed on Despair
When a creature within 10 ft drops, the wisp flares and regains 1 Vigor.
Maneuvers
Lure
One creature within 60 ft that can see its glow makes a Heart save (DC 13) or must move toward the wisp on its next turn, ignoring hazards in its path.
Tactics
GM tactics
Floats over bogs and quicksand, luring travelers with its glow. Uses Lure to walk victims into hazards. Vanishes when threatened, reappearing to shock weakened targets. Feeds on the despair of the dying.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.