Special Conversion Thread: Will o' wisps


log in or register to remove this ad



Just the fluff and tactics.

Tactics: Ghostlights remain aloof from their prey, hoping to goad them into attacking innocent creatures (or their own allies) with subtle trickery. If necessary, though, ghostlights will use their hypnotic confusion and dominating meld abilities to cause bloodshed, and they enjoy closing to kill disabled victims themselves.
 



Firestar
CLIMATE/TERRAIN: Temperate forests, hills
FREQUENCY: Uncommon
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Thermosynthesis
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1 -12
ARMOR CLASS: 2
MOVEMENT: Fl 15 (A)
HIT DICE: 2+2
THACO: 19
NO. ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Electricity
SPECIAL DEFENSES: Immune to magic; heat and electrical asorption; invisibility
MAGIC RESISTANCE: Nil
SIZE: T (3’ to 6” diameter)
MORALE: Steady (11-12)
XP VALUE: 2,000

FIrestars, also known as the moon dancers, are tiny glowing beings that roam forests and hills, and generally ignore travelers. They appear as silent, floating, fist-sized motes of light, and are frequently mistaken for will o’ wisps or torches.

Firestars can consciously control their illumination level, from bright torchlight to total darkness. During a blackout, they are effectively invisible. The light fails completely when the firestar dies.

The firestars’ language consists of intricate patters of flashing lights, accompanied by fluctuation in their light level. They understand some humanoid gestures, movements, and languages.

Combat: A firestar never initiates combat. If attacked, it defends itself with an electrical jolt similar to a miniature lighting bolt that inflicts 2d6 points of damage with no saving throw. These bolts have a range of 30 feet, are conducted through metal, and can be released five times each day.

A firestar can absorb energy energy from normal or magical flames; it gains an additional hit points the amount of damage the flames would have inflicted on another creature. For example, a 12 hit point firestar attacked by a fireball that would normally cause 18 points of damage would gain the 18 points as additional hit points, for a new total of 30 hit points.

A firestar can attain a maximum hit point total of four times its original amount. These added hit points are lost after 1d4+1 hours, leaving the firestar with its original amount. Any extra hit points are not absorbed, but harmlessly dissipated. Firestars can absorb the damage done by a flametongue sword at a rate of 1 hit point per sword strike. Firestars are immune to electrical attacks.

Firestars can also drain energy from a normal campfire at a rate of 2d6 hit points per round. It can extinguish a fire by absorbing all its energy at once, gaining 5d6 hit points in the process; to do this, the firestar must remain motionless and take no other actions. Firestars automatically attract sparks within 20 feet; these are harmlessly absorbed but may betray a blacked-out firestar’s position.

Firestars are immune to most magical spells. Detection and communication spells, magic missile, and cold-based spells have normal effects on the firestar. A firestar can be hit by normal weapons. Flaming weapons both injure and heal the firestar simultaneously.

If a firestar si slain, the light fades, revealing its actual body, a two-inch-long, egg-shaped body covered in a black spiderweb of nerves. The nerves intersect in a number of its nodes and eyes.

Habitat/Society: The firestar is normally found floating among the hills or trees, dancing intricate patterns with its companions. It is a completely alien being that shows some curiosity toward its surroundings, but otherwise ignores animal s and adventurers alike. Attracted by artificial lights and magic, it investiages campfires and magical lights within two miles and magic use within 200 yards.

Most encounters with firestars occur when adventurers mistake them for torches or will-o’-wisps. Adventurers may attack the peaceful firestars, which then defend themselves with their powers. An injured firestar may initiatie an encounter by seeking out and draining an adventurer’s campfire to heal itself.

During the day, firestars rest. They land in high, inaccessible sopts, retract their glowing nerves, and spend the day absorbing th sun’s light and heat. They may be mistaken for exotic or ornamented eggs; adventurers may accidentally collect these ‘eggs” with the idea of later reselling them. When night falls, the firestars reveal their true selves and seek to escape.

Firestars are intelligent but reclusive. They communicate with creatures that employ telepathy or speak with monsters spells. Firestars are also secretive about their life span and reproduction. It is suspsected that firestars reproduce asexually by budding.

Ecology: The firestar’s body contains several organs that are useful as spell components or ingredients in magical concoctions. It contains a distinctive organ that can be used in a dancing lights spell. Any of its organs can be used to prepare the magical inks for affect normal fires, dancing lights, and detect magic scrolls. These organs are worth 1 to 5 gp.

Originally appeared in Dragon Magazine #94 (1985). This is the Monstrous Compendium Volume Three version.
 

Pretty simple, I guess. First off, they look like Small from the statblock, but the description (2 inch body) sounds more like Diminutive. The rest: lightning bolt or line "breath" weapon 5/day or so, healing from fire, immunity to magic given, natural invisibility as wisp.
 

Here's the Dragon Magazine version...

FIRESTAR
FREQUENCY: Uncommon
NO. APPEARING: 1-12
ARMOR CLASS: 2
MOVE.: 16.
HIT DICE: 2 + 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Electrical spark
SPECIAL DEF.: Immune to magic; heat/electrical absorption; invisibility
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Neutral
SIZE: S (3”-6” diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/Immune to attack
LEVEL/X.P. VALUE: III/110 + 3/hp

This eerily beautiful creature is usually mistaken for the feared will-o-wisp. A firestar appears to be a silent, floating, fistsized mote of light. It is usually seen dancing in intricate patterns in secluded, moonlit hilltops or forest glades (hence the nickname “moondancer”). It tends to ignore other creatures unless disturbed, but is attracted to firelight within a two-mile range and by spell use within a 20” range.

A firestar can absorb energy from normal and magical flames and from electrical discharges, taking as many hit points as would normally be given out in damage and gaining them as additional body hit points, up to a maximum hit point total of four times its original score. For example, a 12 hp firestar could absorb up to 36 hp of damage and keep them as its own hit points. The hit points will be lost after 2-5 hours. Any additional hit points of fire or electrical damage that are not absorbed are lost. A firestar is otherwise immune to the effects of flame and electricity. Note that fiery damage from a flame tongue sword can also be absorbed, at a rate of +1 hp absorbed per sword strike (thus reducing the weapon’s effectiveness against firestars).

If attacked, a firestar can transmit an electrical jolt similar to a miniature lightning bolt of 2-12 hp damage to an enemy, up to five times per day. No saving throw is given against this attack. Such a discharge has a 30’ range, and can be conducted through metal armor or weapons.

Firestars are intelligent and can understand movements, gestures, and even some words of Common or the predominant local tongue. They can communicate only if another creature employs a speak with monsters spell or telepathy to converse with them. They have their own intricate language, a series of dancing patterns accompanied by fluctuations in their glow.

Firestars can control the intensity of their glow and even blank it out entirely for 2-8 rounds (during which times they are effectively invisible). A firestar’s light fails if it is slain, revealing an egg-shaped, 2” long body covered with a black spiderweb of nerves intersecting at many nodes. At each node is an eye. Within the body are several distinct organs, one of which is valued as an alternative component for the dancing lights spell, and all of which may serve as ingredients in magical inks for the spells affect normal fires, dancing lights, and detect magic. A firestar itself is immune to psionic attack and to all spells except detection or communication spells, magic missile, and coldrelated spells (all of which have normal effects). A firestar can be hit by normal weapons, but any flaming weapon which strikes a firestar will both physically wound and strengthen it as noted above.
 

Based on that, I'd say definitely Diminutive.

Assuming that, and the lower Int score, modifying the wisp down yields...

Str 1, Dex 33, Con 10, Int 13, Wis 16, Cha 12

If we drop the wisp's deflection bonus, that gives us an AC of 25 (+4 size, +11 Dex). Too high? If we keep the wisp's Dex 29, that brings it down to 23.
 

Remove ads

Top