Will-o’-Wisp (Will-o’-the-wisp), Lantern of Lost Souls
A Will-o’-Wisp is a flickering orb of eerie light that haunts swamps and ruins, luring travelers astray with its ghostly glow. Feeding on fear and despair, it strikes when hope is lost—vanishing into the dark just as suddenly as it appeared.

A Will-o’-Wisp appears as a small, floating sphere of pale blue, violet, or sickly yellow light, roughly the size of a human fist. Its glow pulses softly, almost hypnotically, with occasional crackles of static energy. Up close—if one ever gets the chance—its core seems to shimmer with malevolent intelligence, like a distant, watchful eye behind the light.
Behavior:
Will-o’-Wisps are sadistic and cunning. They toy with their prey, drifting just out of reach to lure victims into isolation, danger, or panic. Though silent in movement, some emit faint whispers, laughter, or mimic cries for help to further confuse and terrify their targets. They are territorial, intelligent, and patient hunters.
Habitat:
They thrive in places steeped in death or sorrow: haunted swamps, ancient battlefields, cursed ruins, and forgotten graveyards. Their presence often signals that something terrible happened—or is about to.
Modus Operandi:
Will-o’-Wisps draw victims away from safety using their glow or illusions, leading them into quicksand, traps, or the lairs of more physically dangerous creatures. Once a victim is weakened, isolated, or dying, the Wisp strikes, releasing pulses of electrical energy to finish them off. It feeds on the moment of death—the final spark of life extinguished in fear.
Motivation:
These beings feed on suffering and despair. They are sustained not by flesh, but by the emotional energy of fear, confusion, and death. Some are remnants of wicked souls, bound to relive their cruelty in spectral form. Others are pure malice—creatures of ambient darkness born where too many souls have cried out unanswered.
Will-o’-Wisp 5e
Will-o’-Wisp, Pathfinder
Will-o’-Wisp

Small Undead, Chaotic Evil
Armor Class 17 (Incorporeal Form)
Hit Points 45 (10d6 + 10)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (–5) | 28 (+9) | 12 (+1) | 13 (+1) | 14 (+2) | 17 (+3) |
Saving Throws Dex +12, Wis +5
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 120 ft., Passive Perception 12
Languages Understands the languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Misty Malevolence
The Will-o’-Wisp is invisible in dim light or darkness unless it chooses to emit light. While in dim light or darkness, it has advantage on Dexterity (Stealth) checks.
Incorporeal Movement
The Will-o’-Wisp can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Ethereal Lure (1/Turn)
The Will-o’-Wisp targets a creature within 60 feet that can see it. The creature must succeed on a DC 13 Wisdom saving throw or be compelled to move 10 feet closer to the Wisp on its next turn. This movement does not provoke opportunity attacks. Creatures immune to being charmed are unaffected.
Feast on Fear
While within 10 feet of a frightened, paralyzed, or unconscious creature, the Will-o’-Wisp gains advantage on attack rolls against that creature and deals an additional 7 (2d6) lightning damage on a hit.
Actions
Shock
Melee Spell Attack: +6 to hit, reach 5 ft., one target.
Hit: 18 (4d8) lightning damage. If this attack reduces the target to 0 hit points, the Will-o’-Wisp regains 10 hit points.
Fade and Flare (Recharge 5–6)
The Will-o’-Wisp becomes invisible until the start of its next turn, then reappears in a burst of blinding light.
Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn. Creatures that cannot see the Wisp or are immune to blindness are unaffected.
Devour Essence (1/Day)
The Will-o’-Wisp targets a dying creature (0 hp and not stable) within 5 feet. That creature must succeed on a DC 14 Constitution saving throw or die instantly as the Wisp consumes its soul. If the creature dies, the Will-o’-Wisp gains temporary hit points equal to the creature’s hit point maximum and emits bright light in a 30-foot radius for 1 minute. While glowing in this way, it has advantage on all attack rolls.
Tactics
- Ambush Predator: The Will-o’-Wisp stays invisible and hidden until a target is alone or weakened.
- Hit-and-Fade: It delivers a shock attack, blinds enemies with Fade and Flare, then vanishes.
- Psychological Warfare: It uses Ethereal Lure to separate targets from their group or lead them into environmental hazards.
- Soul Harvesting: It finishes dying creatures quickly to trigger Devour Essence and become more dangerous.
Lore
“Don’t follow the lights, child. That isn’t salvation—it’s a soul already damned, desperate to drag another down.”
— Elira Thorne, Lantern Priest of the Hollow Marshes
Will-o’-Wisp

‘Will-o’-the-wisp’ – This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.
Will-o’-Wisp (Will-o’-the-wisp) CR 6
XP 2,400
CE Small aberration (air)
Init +13; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility; Immune magic
OFFENSE
Speed fly 50 ft. (perfect)
Melee shock +16 touch (2d8 electricity)
STATISTICS
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 24
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
SPECIAL ABILITIES
Feed on Fear (Su)
Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex)
Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex)
Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
ECOLOGY
Environment any swamp
Organization solitary, pair, or string (3–4)
Treasure incidental
Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.
Evil creatures that feed on the strong psychic emanations of terrified creatures, Will-o’-Wisp (Will-o’-the-wisp)s delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations.
On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.
Will-o’-Wisp (Will-o’-the-wisp)s can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.
While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.
Editor’s Note
Does invisibility purge work on creatures that are naturally invisible?
In general, yes–nothing in the spell description says it only works on spells or other magical sources of invisibility. However, note that the invisible stalker’s natural invisibility specifically says that it is not subject to invisibility purge. Thus, will-o’-wisps and pixies become visible, but invisible stalkers do not.