Special Conversion Thread: Will o' wisps


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Ghostlight
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: B,Z
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -4
MOVEMENT: Fl 18 (A)
HIT DICE: 7
THACO: 13
NO. ATTACKS: 1
DAMAGE/ATTACK:1d4+1 plus special
SPECIAL ATTACKS: Hypnotic display, dominate, energy drain
SPECIAL DEFENSES: Struck only be weapons of +2 or better enchantment
MAGIC RESISTANCE: 35%
SIZE: S (3’ diameter)
MORALE: Average (8-10)
XP VALUE: 6,000

A ghostlight’s a clever and malicious thing. II s an intangible ball of energy or light closely related to the will-0’-wisp of the Prime Material Plane, but the ghostlight’s powers and unending hunger make it even more dangerous than its cousin. The creature gains sustenance by feeding on the vanishing lifeforce of dying creatures, and it actively tries to cause deaths in its vicinity to ensure a steady supply of energy. Ghostlights’re known by different names on different planes - for example, they’re called corpse-candles in parts of the Outlands.

The ghostlight appears as a faint, glowing sphere of sickly greenish phosphorescence. The thing varies from fist-size to 2 or 3 feet across, and tends to swell and shrink in a constant flicker of motion. The ghostlight’s fond of finding areas of natural luminescence to conceal its own light, and can often be found in foul bogs, dank caverns, or misty moors or coasts.

COMBAT: The ghostlight’s preferred form of attack is simple: It tries to lead travelers into the path of things that are likely to attack them. It can duplicate the effects of a dancing lights spell by varying the shape and consistency of its body. If it can’t induce its prey to follow, it approaches closer and begins to brighten and dim in a hypnotic, flickering pattern. Any creature within 30 feet who watches this display for more than 1 round must successfully savc versus spell or become confused, per the spell, for 2d6 rounds.

If the ghostlight’s display fails to create the dangerous situation it seeks for its prey, its last resort is an attempt to dominate anything capable of killing its victim. Often, this is another member of the traveler’s party. The ghostlight must make physical contact with its chosen target; this requires a normal attack roll. The creature’s clever enough to seek out a chance for a surprise attack or a stealthy, silent rush from the rear when its victim isnt’ looking. When the ghostlight hits with this attack, the victim receives a saving throw versus spell to ignore the effects. If he fails, the ghostlight flows over his body and dims until it’s no longer visible; it now contrls the victim’s actions completely, and usually forces its dominated victim to immediately attack the ghostlight’s prey.

The last resort for a ghostlight is physical combat. It attacks by draining energy from its opponent. Each successful attack chills the victim for 1d4+1 points of damage and temporarily drains 1 level, with t<the usual level drain effects>.

The ghostlight’s weakness in combat is its insatiable appetite for death. It can sense a mortally wounded creature within 100 feet, and immediately abandons any fight to go feed. The ghostlight drains life energy as noted above until the victim either expires naturally or perishes from the ghostlight’s attentions. The ghostlight ignores any attack while it’s feeding until it’s reduced to 10 hp or fewer – then it tries to flee.

The ghostlight can be struck only be weapons of a +2 or greater enchantment. The creature is lightning-fast and difficult to hit in combat, but its AC drops to 0 when it’s motionless – fore example, when it is feeding or dominating a creature. The ghostlight can assume invisibility for up to 5 rounds before reverting to its visible form, and will use this ability to setup an ambush or excape from foes that threaten its existence. It can also teleport up to 200 feet once per turn.

Habitat/Society: The ghostlight’s a solitary thing that stakes out a particular area as its hunting ground and then remains there for the rest of its existence – or so it seems from all recorded encounters. It’s rumored that ghostlights are spawned of the spirits of evil mortals who venture into a certain layer of the Abyss, but some cutters whisper that a ghostlight’s created by the casting of finger of death in the wrong part of the Lower Planes. Whatever the dark of the ghostlight’s origin, it’s certain that no one’s seen a young ghostlight or even two of ‘em together.

Ghostlights can communicate by a very limited form of telepathy that extends only to the range of their touch. They’re likely to seek out powerful monsters in their hunting grounds and strike a bargain to lead prey to the monster in exchange for the priviledge of feeding on the vcitim’s life essence; Of course, ghostlights’re fickle and treacherous things by their nature, and they’ll not hesitate a moment to feed on their partner if the battle goes poorly.

If a cutter can find any way of holding a ghostlight to its word, he’ll find that the creature makes an excellent guide. It knows its lands extremely well and can tell a body the exact location of any predator bigger than a fox that regularly hunts its lands. It’s also quite knowledgeable about dangerous terrain, portals or conduits, and other such things. Ghostlights can occasionally be bribed with gems, but most often they’ll want payment in food.

Ghostlights throw off the balance of any ecology they prey on; by encouranging frequent and violent deaths, they soon ensure that the tough predators gain the upper hand, and then throw the predators at each other until nothing’s left. Most areas haunted by a ghostlight are silent places, empty of life. ‘Course, this also means that if a ghostlight’s been someplace for any length of time, it’s probably very hungry and extremely likely to attack any passers-by.

The exact relationship between ghostlights and will-o’-wisps is unclear, but it’s thought by some that will-o’-wisps may be ghostlights that have planewalked, or vice-versa. They share a number of characteristics and abilities.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
 

These are cool! Seems like extraplanar would be appropriate here. There are also a few candidate SLAs, but I think the text above makes more sense as unique abilities (dancing lights, hypnotic pattern, dominate).
 

Agreed.

Let's compare to typical wisps to see if we can figure out ability scores:

Size (3') falls in the normal wisp range (2-4').

Int is 2 points higher.

AC is 2 worse.

So we can probably take the wisp's ability scores, raise Int (and possibly Wis and/or Cha) by 2, and possibly lower Dex (or just lower the deflection bonus).
 


Hmm. Some of the origin possibilities sound like outsider, but the relation to wisps says aberration. I'd lean toward aberration (extraplanar), though.

Let's lower the deflection rather than Dex, I think.
 

Added to Homebrews.

SPECIAL DEFENSES: Struck only be weapons of +2 or better enchantment

DR/magic? Or something more interesting?

It can duplicate the effects of a dancing lights spell by varying the shape and consistency of its body. If it can’t induce its prey to follow, it approaches closer and begins to brighten and dim in a hypnotic, flickering pattern. Any creature within 30 feet who watches this display for more than 1 round must successfully savc versus spell or become confused, per the spell, for 2d6 rounds.

Combine into one ability, or keep 'em separate?

If the ghostlight’s display fails to create the dangerous situation it seeks for its prey, its last resort is an attempt to dominate anything capable of killing its victim. Often, this is another member of the traveler’s party. The ghostlight must make physical contact with its chosen target; this requires a normal attack roll. The creature’s clever enough to seek out a chance for a surprise attack or a stealthy, silent rush from the rear when its victim isnt’ looking. When the ghostlight hits with this attack, the victim receives a saving throw versus spell to ignore the effects. If he fails, the ghostlight flows over his body and dims until it’s no longer visible; it now contrls the victim’s actions completely, and usually forces its dominated victim to immediately attack the ghostlight’s prey.

1/day?

The last resort for a ghostlight is physical combat. It attacks by draining energy from its opponent. Each successful attack chills the victim for 1d4+1 points of damage and temporarily drains 1 level, with t<the usual level drain effects>.

Cold or negative energy damage for the "chill" portion of the attack?

The ghostlight’s weakness in combat is its insatiable appetite for death. It can sense a mortally wounded creature within 100 feet, and immediately abandons any fight to go feed. The ghostlight drains life energy as noted above until the victim either expires naturally or perishes from the ghostlight’s attentions. The ghostlight ignores any attack while it’s feeding until it’s reduced to 10 hp or fewer – then it tries to flee.

Constant deathwatch?

It can also teleport up to 200 feet once per turn.

More like dimension door?
 

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