Frequency: Rare
No. Appearing: 1
Armor Class: 2
Move: 60’
Hit Dice: 11d8 (50 hp)
% In Lair: Nil
Treasure Type: Nil
Attacks: 1
Damage: See Below
Special Attacks: See Below
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Highly Intelligent
Alignment: Neutral Evil
Size: L
Psionic Ability: Nil
Level/ X.P. Value: XI / 1300 + 16 per HP
The Arid Wisp is a twisted cousin of the Wil O’ Wisp, adapted for the deserts of the world. This elusive creature wanders the dunes and ruins, flitting through the air with an eerie glow. Many see them as a source of wealth and riches, but few seek them out anymore, frightened by their fearsome reputation. When flitting about the desert, the Arid Wisp gives off a glow that dimly lights a ten foot radius. Although Arid Wisps are best avoided, they do not like water and avoid areas of heavy rainfall.Special Abilities:
- Incorporeal Movement: The Arid Wisp can move through other creatures and objects as if they were difficult terrain. It takes 3d10 force damage if it ends its turn inside an object.
- Shock: Ranged Weapon Attack: +5 to hit, reach five feet., one creature. Hit: 5d4 lightning damage.
- Ethereal Jaunt: The Arid Wisp magically enters the Ethereal Plane from the Material Plane, or vice versa.
- Wisp Aura: The Arid Wisp emits a faint, magical aura that extends up to 10 feet from it. The ground in the aura is difficult terrain for creatures other than the Arid Wisp. A creature that starts its turn in the aura, must make a Wisdom saving throw or be charmed by the wisp until the end of its next turn.
- Stolen Will: The Arid Wisp targets one creature it can see within ten feet of it. The target must succeed on a Wisdom saving throw or be frightened by the wisp until the end of the Arid Wisps next turn.
