KING
Will-o'-Wisp

Will-o'-Wisp

Aberration · Crown of Deception

T2d6Minor

Flickering lights leading to doom, will-o'-wisps feed on fear, guiding prey to perilous fates.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense16--
Heart14--
Cunning18--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Ephemeral

Immune to non-magical physical damage; passes through creatures and objects and carries nothing. Its glow brightens to a 30 ft radius, dims, or goes out at will; unlit, the wisp is invisible.

Maneuvers

Maneuver

Beckoning Light

One creature within 60 ft makes a Heart save (DC 13) or is compelled to move toward the wisp by the safest-looking route on its next turn.

Maneuver

Consume Life

Latches onto a creature at 0 Vitality within 5 ft and drinks the last of its warmth. The creature takes 1 damage. If it dies, the wisp flares and regains 1 Vigor.

Reactions

Reaction

Flicker Out

When hit by an attack, the wisp winks out and drifts 20 ft, invisible until it next glows or attacks.

Tactics

GM tactics

Lures prey into hazards (bogs, cliffs, monster lairs) using Beckoning Light. Stays invisible while prey struggles. Drains the worst hurt with Consume Life. Never fights fairly-always leads to danger.

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.