The Will O’ Wisp is an unbridled living spirit of lingering magics expelled from the environment. These spirits have control of their direction, but often float aimlessly where the weather takes them. Will O’ Wisps typically are a small typhoon of their element; earth, fire, water, or wind, however it is common knowledge that Will O’ Wisps can grow into larger entities or, on rare occasions, becomes a typhoon of elemental mayhem.
Small Ethereal Elemental
Hit Points
18
Speed
30 ft
AC
13
Fortitude
11
Reflex
12
Will
13
Str
11 (+0)
Dex
15 (+2)
Con
12 (+1)
Int
11 (+0)
Wis
16 (+3)
Cha
6 (-2)
Immunities. Earth damage (Earth), Fire damage (Fire), Water damage (Water), Wind damage (Wind). MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Earth), BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Fire), WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. (Water), WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Wind)
Resistances. FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. (Earth), WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. (Earth), WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Fire), BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Water), MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Wind)
Weaknesses. Wind damage (Earth), Water damage (Fire), Earth damage (Water), Fire damage (Wind),
Ethereal Body. The creature has Immunity to all non-elemental Status Conditions unless specified otherwise.
Levitation. The creature hovers over the ground and is able to move and hover vertically.
Quaking Aura (Earth). The Will o’ Wisp has a 5 ft Aura around it that targets a creature’s Reflex who is standing within the Aura. The Aura gains a +3 to hit and upon being hit the target takes 3 Earth damage and is ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple. until the end of their next turn.
Ember Aura (Fire). The Will o’ Wisp has a 5 ft Aura around it that targets a creature’s Reflex who is standing within the Aura. The Aura gains a +3 to hit and upon being hit the target takes 3 Fire damage and is BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. until the end of their next turn.
Sleet Aura (Water). The Will o’ Wisp has a 5 ft Aura around it that targets a creature’s Reflex who is standing within the Aura. The Aura gains a +3 to hit and upon being hit the target takes 3 Water damage and is FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. until the end of their next turn. Any target who is WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. is automatically hit by the Aura.
Dust Aura (Wind). The Will o’ Wisp has a 5 ft Aura around it that targets a creature’s Reflex who is standing within the Aura. The Aura gains a +3 to hit and upon being hit the target takes 3 Wind damage and is WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. until the end of their next turn.
Actions
Mud Slap (Wis/Earth). Melee spell, +6 to hit Fortitude, 1d4+3 Earth damage and the target is MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. until the end of their next turn.
Firebolt (Wis/Fire). Ranged spell 30 ft, +6 to hit Will, 1d4+3 Fire damage and the target is BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. until the end of their next turn.
Brine Spray (Wis/Water). AoE 15 ft Cone, +6 to hit Reflex, 1d4+3 Water damage and the target is WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. until the end of their next turn.
Wind Tunnel (Wis/Wind). Ranged spell 30 ft, +6 to hit Will, 1d4+3 Wind damage and the target is Pulled up to 15 ft toward the Will o’ Wisp.