Will-o'-wisp Species in Dierde | World Anvil

Will-o'-wisp (/wɪl-əʊ-wɪsp)

The Mischievous Sprite

 
A hazy ball of yellow light [other colors: white, blue, violet, green, yellow], glowing as brightly as a flaming torch.
    Will-o'-wisps were malicious creatures that appeared as torches or lanterns seen floating through swamps. Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.   Hope and Doom. Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.   Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.   Consumed by Despair. Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.   Agents of Evil. Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.   Undead Nature. A will-o'-wisp doesn't require air, drink, or sleep.  
“Flicking orbs of ghostly light - they exist solely to lure travelers to their doom. They feed upon the fear and agony of the dying, and can be found deep within these woods...”  
— A ghostly apparition in the Fell Wood.
 
The Menagerie fought one in the Ruins under the Outding Refuge Church. Ran away from another, but then returend and fought it.  

Basic Information

Anatomy

Description

The will-o'-wisp appeared to be nothing more than a hazy ball of light, colored white, blue, violet, green, or yellow, glowing as brightly as a flaming torch. As such, it was easy to mistake one for a lantern, torch, or dancing lights. Especially within the foggy marshes they tended to inhabit. They tended to take on a blue, violet, or pale green hue whenever they were engaged in combat.   In fact, their faintly glowing bodies were just transparent balls of spongy matter, measuring 1 foot (30 centimeters) wide and weighing around 3 pounds (1.4 kilograms). Although they had no vocal organs, will-o'-wisps could vibrate to emit a ghostly sound, with which they could speak.   There existed two stronger varieties of will-o'-wisps: witch lights and death's candle. These creatures could trap should of the creatures they killed and reanimate their bodies as restless dead. Witch lights and death's candle were known to inhabit the Fell Wood in the Spine of the World.   Boggarts were believed to be immature forms of will-o'-wisps. Unlike their mature counterparts, boggarts could take on a shape of small humanoids and lure their prey and a shape of a smaller but brighter wisp. Another major thing that differentiated will-o'-wisps and boggarts was that the immature forms needed to devour flesh and the life force of their prey.

Genetics and Reproduction

Will-o'-wisps are not able to reproduce in the traditional sense. However, they can create new will-o'-wisps by draining the life energy of other creatures. When a will-o'-wisp drains the life energy of a creature, it creates a small, glowing orb of light. This orb is then able to grow into a new will-o'-wisp.   The process of creating new will-o'-wisps is very slow, and it can take many years for a new will-o'-wisp to fully form. However, once a new will-o'-wisp is formed, it is fully independent and able to fend for itself.   Will-o'-wisps are not a common creature, but they are a powerful and dangerous one. They are often seen as a sign of death or misfortune, and they should be avoided at all costs.

Ecology and Habitats

Favored climate: Temperate Climate   Favored terrain: Marshes  

Homelands

Will-o'-wisps were typically found in deserted, dangerous places where ones movement could get inhibited. Such as bogs, fens, swamps, as well as swampy dungeons and dungeons full of quicksand or pit-traps.   On Toril they were known to be inhabit the Vast Swamp, where they were often sighted from the Way of the Manticore. As well as its counterpart in the Plane of Shadow, the Shadow Swamp.   They also harassed travelers in the Glaun Bog of Tasseldale.

Dietary Needs and Habits

Diet

These creatures subsisted upon the powerful emotions that are associated with fear, panic, and death. They would often seek to lure creatures away from safe paths, into perilous situations so they could feast upon their desperate emotions.

Behaviour

Personality

These creatures displayed exceptional levels of intelligence. They reveled in luring travelers away from safe paths, bewildering them.  

Combat

A will-o'-wisp would avoid combat if at all possible, but would attack with electric shocks if pressed.

Additional Information

Social Structure

Society

Will-o'-wisps were typically found singly, in pairs, or in "strings" of three or four orbs.

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Undead, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Undead   Skill: Arcana  
DC Item Description Value Weight Expiration Crafting
15 Will-o'-Wisp Essence When a will-o'-wisp disperses, the ball of light spreads out into a glowing mist that quickly fades. A skilled harvester can perform a simple ritual to attempt to reform the necrotic energy into a small ball of power that can be collected. Requires an Enchanted Vial. 10 gp 1 lb.
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces no Harvested Meat.

Geographic Origin and Distribution

Will-o'-wisps are said to be found in marshes, swamps, and other areas where there is a lot of moisture and organic matter.   Here are some specific locations where will-o'-wisps have been reported:   The Misty Marshes: The Misty Marshes are a dangerous and mysterious region that is located in the Shadowfell. Will-o'-wisps are often seen in the Misty Marshes, and they are said to be a sign of death or misfortune.   The Feywild: The Feywild is a magical realm that is home to a variety of creatures, including will-o'-wisps. Will-o'-wisps are often seen in the Feywild, and they are said to be mischievous creatures that can Lead travelers astray.   The Underdark: The Underdark is a vast subterranean realm that is home to a variety of creatures, including will-o'-wisps. Will-o'-wisps are often seen in the Underdark, and they are said to be a sign of danger or evil.

Average Intelligence

Above average (13). These creatures display exceptional levels of intelligence

Perception and Sensory Capabilities

Abilities

These creatures could alter the brightness or dimness of their bodies' glow. This ability was used to confuse their prey. A will-o'-wisp could even extinguish its glow, becoming for all intents and purposes invisible to all except creatures who see invisible objects. They typically did the latter whenever they were surprised or frightened.   Will-o'-wisps had total spell resistance, making them immune to most spells, apart from magic missile, maze and protection from evil.   A will-o'-wisp could discharge electricity, inflicting small electric shocks on attackers.

Civilization and Culture

Relationship Ideals

Relationships

Some will-o'-wisps served the dark Chultan demigod Eshowdow, and their appearance was seen by his followers as a sign of his favor.

Sources
Source(s):
 
  • Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chap. 18, p. 114. ISBN 0-7869-0486-0.
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 301. ISBN 978-0786965614.
  • Rob Heinsoo, Stephen Schubert (May 19, 2009). Monster Manual 2 4th edition. (Wizards of the Coast), p. 209. ISBN 0786995101.
  • Skip Williams, Jonathan Tweet and Monte Cook (October 2000). Monster Manual 3rd edition. (Wizards of the Coast), pp. 255–256. ISBN 0-7869-1552-1.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 361. ISBN 1-5607-6619-0.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 101. ISBN 0-935696-00-8.
  • Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  • Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), pp. 19–20. ISBN 0-88038-031-4.
  • Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms. (TSR, Inc), p. 57. ISBN 1-5607-6617-4.
  • Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 112. ISBN 0-7869-1836-5.
  • Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), p. 39. ISBN 978-0-7869-4119-3.
  • Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), p. 79. ISBN 978-0-7869-4119-3.
  • Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 141. ISBN 0-7869-1836-5.
  • Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 81. ISBN 978-0786906574.
  • Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), pp. 51, 58–59. ISBN 978-0-7869-4119-3.
  • Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 227. ISBN 0-7869-1836-5.
  •  

 
 

   
Genetic Ancestor(s)
Scientific Name
Exnihilia, Inmortui, Exspiravit, Lux
Origin/Ancestry
Undead (Incorporeal Energy| Mindless Will-o'-wisp)
Lifespan
Will-o'-wisps do not have a natural lifespan, as they are not living creatures. However, they can exist for a very long time, as long as they have a source of energy to feed on.
Conservation Status
None. Most civilized nations outlaw such necromancy and request a "kill on sight" to all such undead.
Average Height
1'-2'
Average Weight
incorporeal
Average Length
1'-2'
Related Ethnicities

5E Statistics
Will-o'-wisp

 
Size tiny
Type Undead
Alignment Chaotic Evil
Challenge Rating 2

General Information

Movement Flying
Vision Darkvision
Diet Emotion
Language(s) Common, Auran
Subraces Witch light, Death's Candle
Favored Climate Temperate
Favored Terrain Marshes

Appearance

Average Height 1'
Average Length 1'
Average Weight 3 lbs.
Distinctions Glowing spherical form
 
See Also: Will-o'-wisp on Forgotten Realms Wiki

MM, page 301. Also found in CoS; HotDQ; PotA; TftYP; ToA; WDMM; GoS; DIP; BGDIA; IDRotF; CM; WBtW; CRCotN; JttRC; LoX. Available in the SRD.

Will-o'-Wisp CR: 2 (450 XP)

Tiny undead, chaotic evil
Armor Class: 19
Hit Points: 22 (9d4)
Speed: 0 ft , can hover

STR

1 -5

DEX

28 +9

CON

10 +0

INT

13 +1

WIS

14 +2

CHA

11 +0

Skills: Proficiency Bonus +2
Damage Resistances: Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 120 ft., Passive Perception 12
Languages: The languages it knew in life
Challenge Rating: 2 (450 XP)

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.   Ephemeral. The will-o'-wisp can't wear or carry anything.   Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.   Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.   Hope and Doom. Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.   Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.   Consumed by Despair. Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.   Agents of Evil. Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.   Undead Nature. A will-o'-wisp doesn't require air, drink, or sleep.

Suggested Environments

Environment: Forest, Swamp, Urban