# WILL-O-WISP

## Lv 20 • UNDEAD

The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

## Characteristics & Stats

DEX d12
INS d8
MIG d6
WLP d8

HP: 70 • MP: 35

Init. 9
DEF +0 / M. DEF +0
P RS A VU B RS D IM E RS F RS I VU L VU T IM

### Combat Details

BASIC ATTACKS
M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage.

### SPELLS

Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target.

## Special Rules

- Embrace the End: As long as there are at least two Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage.
- Feeble Flame: When a Will-o-Wisp suffers damage it is Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow and weak.
- Flying: See Core Rulebook, page 307.
- Parasitic Flame: When one or more enemies recover Mind Points, they regain only half the normal amount and each Will-o-Wisp recovers 999 Mind Points (if there are two or more Will-o-Wisps on the scene, this effect triggers only once).
- Undead: The Will-o-Wisp is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).

## Lore Entry: Undead Adversaries in Natural Fantasy

Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

“Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”