Gloaming Will-o'-Wisp

Level 13
Creature· aberrationUncommonSmallLegacy
AC 37
HP 110
Speed 0 ft.
Fort +19
Ref +27
Will +23
Perc +25
Size Small
Uncommon
aberrationairchaoticevil
Languages aklo, common
Senses greater-darkvision
Speeds 0 ft., fly 50 ft.
Skills acrobatics +29, stealth +27, deception +23, intimidation +23
Recall Knowledge occultism DC 33

Attacks

Melee Shock +27/+22/+17(electricity, magical)
Damage: 4d8+13 electricity

Abilities

Hypnotic Glowdefensive(aura, light, mental)

30 feet. Similar to other will-o'-wisps, a gloaming will-o'-wisp is naturally invisible, but glows with a faint colored light. They cast dim light in the aura, which makes them visible. In addition, any non-aberration creature that ends their turn in the aura and can see the gloaming will-o'-wisp is distracted by the gloaming will-o'-wisp's glow and must attempt a DC 31 will save. On a failure, the creature is Stupefied 1 for 1 round and takes 3d6 mental damage.

Magic Immunitydefensive

A will-o'-wisp is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, and Quandary.

Feed on Fearoffensive(concentrate)

Requirements An enemy is under a fear effect or Dying within 15 feet of the will-o'-wisp

The will-o'-wisp feeds on the creature's terror. They regains 4d8 healing Hit Points, and if they've Gone Dark, their glow reignites. A will-o'-wisp can take this action only once per round.

Go Darkoffensive(concentrate)

The gloaming will-o'-wisp extinguishes their hypnotic glow, becoming Invisible. They can end this effect with another use of this action. If they use their shock attack while invisible, the arc of electricity lets any observer determine their location, making the will-o'-wisp only Hidden to observers until they move.

Traits

Chaotic
Evil