Chaotic Evil Small Monster (1-ft sphere)
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-3 (VII. 1-3; VIII. 2-5, IX. 2-5)
SURPRISE: 33% — Others Automatic (+34%)
SENSES infravision
ARMOR CLASS: -8
MOVE: fly 18" (Class A)
HIT DICE: 9 (hp 40)
% IN LAIR: 5%
TREASURE TYPE: Z
THAC0: 12
MELEE: electrical charge (2d8 electricity)
SPECIAL ATTACKS: none - Hits As: +3
SPECIAL DEFENSES: magic immunity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional (15-16)
MORALE: +45%
SAVES: Poison 8; Petrify 9; Wand 10; Breath 9; Spell 11
LEVEL: VII (XP 1,200 + 12 per hp)
A will-o-wisp is a glowing sphere, looking like a lantern, torch or even a dancing lights spell effect. In combat they glow blue, violet or pale green.
Will-o-wisps commonly haunt deserted, dangerous places such as bogs, fens, swamps, or catacombs where mires, quicksand, pit traps and the like are plentiful. A victim trapped by these hazards feeds the will-o-wisp as it expires, for the thing feeds upon the fleeing life force. Thus, will-o-wisps seek to lure prey to their doom.
10% of the time 1-3 are encountered, and in these cases the creatures' lair will be nearby 90% of the time. If brought to 5 or fewer remaining hit points a will-o-wisp will reveal its lair and give over its treasure.
The creature can attack, however, any hit causing 2-16 points of electrical damage to the opponent.
A will-o-wisp is able to grow bright or very dim in order to confuse prey. It can move slowly or flit about. It can blank out its glow entirely for 2-8 melee rounds if it does not attack, and at that time it can be detected only by creatures able to see invisible objects.
While any weapon will harm a will-o-wisp, most spells do not affect it. The only spells which can affect the creature are protection from evil, magic missile, and maze.