DCC Bestiary - Will-O-Wisp


OK, next in the monster parade – the Will O Wisp.

think that AD&D/OD&D somehow took a wrong turn with these critters in the early days of the game.  They’re nigh unstrikable creatures that delivery a shock attack – this is nowhere near the original mythology.

M
any variants of the Will-O-Wisp, Jack-O-Lantern, Ghost Candle, Faerie Fire, Spunkie, or any number of names have all variety of backgrounds … souls of unbaptized dead trying to lead travellers to water to help them end their suffering, mischievous fey sprites trying to trick or harm travellers, omens of death, and the like.  But one thing that’s a fairly common theme is that they are made of fire, not electricity, and are bad luck in some form or other, so let’s create a memorable DCC creature that is closer to their original folklore.

C
omments, questions, or suggested changes can be sent to archadethered@gmail.com, as always. 

 

Will-O-Wisp

     These mischievous and occasionally malicious spirits hail from Elfland, and can be found at night in bogs and dense forests, lighting the way for travelers, which often takes them astray and untimely end with steep drops, mires to drown them, or worse.  If confronted, they can quickly flit away, and are unlikely to engage in combat, but all fireside tales say it’s terrible luck to touch a Will-O-Wisp.
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ill-O-Wisps normally illuminate up to 20’ from themselves, and appear as glowing balls of light or floating fire, but can dampen their glow, rendering them all but invisible.

     Will-O-Wisp: Init +4; Atk faerie fire +6 melee (1d3 plus luck drain); AC 16; HD 1d6 (4 hp); MV fly 60’; Act 1d20; SP fell luck, immune to non-magical attacks; SV Fort +0, Ref +2, Will +2; AL C.
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ill-O-Wisps that are touched or touch another creature can be terrible luck.  Victims must make a DC 12 Will save or permanently lose 1 point of Luck.


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