3e SRD:Will-o'-wisp

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Will-o'-wisp

Size/Type: Small Aberration (Air)
Hit Dice: 9d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 size, +9 Dex, +9 deflection)
Attacks: Shock +16 melee
Damage: Shock 2d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell immunity, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str —, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills: Bluff +11, Listen +17, Search +14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Climate/Terrain: Any swamp
Organization: Solitary or string (2-4)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 10-18 HD (Small)


Combat

Spell Immunity (Ex): The only spells that can affect will-o'-wisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.

Natural Invisibility (Ex): A startled or frightened will-o'-wisp can extinguish its glow, effectively becoming invisible as the spell.



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gollark: It's finding the intersection point of three/four spheres or something.
gollark: Sometimes you get errors with only three.
gollark: Oops, yes, editing.
gollark: Basically, it uses trilateration~~/triangulation~~ (https://en.wikipedia.org/wiki/True_range_multilateration), so you need three or sometimes four GPS servers.
gollark: Well, I can't think of any which aren't utterly insane.
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