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Special Conversion Thread: Will o' wisps

I think an AC of 25 is fine. Will o' wisps have higher, although of course they have more HD. How much XP was a will o' wisp worth back in the day?
 

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2e will-o'-wisp said:
XP VALUE: 3,000

Added to Homebrews with the ability scores I suggested earlier. We can downgrade the Dex if anyone feels the AC is too high.

Does this cover the spell immunity adequately?

Immunity to Magic (Ex): A firestar is immune to spells or spell-like abilities that allow spell resistance, except for magic missile and those with the cold descriptor.

How's this?

Absorb Electricty and Flames (Su): Any attack that deals electricity or fire damage heals a firestar for 1 point of damage for each point of damage the attack would otherwise deal. A firestar that exceeds its full normal hit points as a result of this healing gains the remainder as temporary hit points that last for 24 hours. A firestar can gain temporary hit points in this manner up to four times its normal maximum hit points (36 for a typical firestar). A firestar gets no saving throw against electricity or fire effects.

Didn't we give another wisp variant a short-range lightning bolt?
 

Looking back through 'em, we have several precedents that might fit...

Sparks (Ex): A will-o’-deep attacks wlth a series of small, white-hot sparks. It may unleash up to four sparks as a full attack action. These sparks are ranged touch attacks with no range increments and a maximum range of 10 feet.

Lethal Shock (Su): Every 1d4 rounds, a will-o'-mist can release a lethal shock. This effect has a radius of 30 feet, centered on the will-o'-mist. The shock deals 2d8 points of electricity damage. A DC 15 Reflex save reduces the damage by half. The save DC is Constitution-based.

Lightning Bolt (Su): Once every 1d3 rounds, a will-o'-sea can unleash a 120-foot-long line of lightning that deals 10d6 points of electricity damage (Reflex DC 22 halves this damage). The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier just as a spell effect does. The save DC is Constitution-based.
 



If we do, I'd like to keep it pretty weak, since they're pretty low HD for wisps. I'd actually be fine with just letting them dodge.
 

That works for me.

Do we want to do anything with the "absorbs campfires" bit, beyond the healing from fire damage?
 

Are we just letting them dodge, then?

I think healing from fire damage is enough, and the campfire bit can be flavor. Unless we want to jazz them up a little with a new ability. They're low enough CR that they probably don't need much, though.
 

Yeah, just fly about and avoid attacks when not using their lightning bolt.

Skills: 15
Listen, Sense Motive, Spot?

Feats: 1
Alertness?
 


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