Tower of Ascension world illustration - Fantasy theme
Fantasy

Tower of Ascension

S
Sigaojao

In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.


Author's Note: Welcome, Ascended! The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth? Tip: -When moving from one POI to anoher, tell Franz the coordinates.
Played88 times
Cloned11 times
Created
219 days ago
Last Updated
19 days ago
VisibilityPublic
Spectral Glow Wisp
CR 4Small Undead
Spectral Glow Wisp
HP Range50 - 60 (Avg: 55)
AC15
XP1100

Description

The Spectral Glow Wisp is a haunting presence that flickers with an ethereal light, luring unwary travelers into the treacherous depths of its swampy domain. This will-o-wisp has adapted to the murky, fog-laden bogs by taking on a more sinister visage, its glow an eerie, dim blue-green that bubbles ominously beneath the shrouded mist. They seem to beckon with an almost melodic whisper, which draws victims closer until they find themselves ensnared in the wisp’s treacherous realm. Though they appear delicate and diminutive, their ghostly features conceal a malevolent intelligence that delights in tormenting the living.

Details
SizeSmall
TypeUndead
CR4
XP1100
LanguagesUnderstands Common and can communicate telepathically with creatures it can see within 30 feet.
Defenses
Armor Class15
HP Range50 - 60 (Avg: 55)
Damage VulnerabilitiesNone
Damage Resistances, , , ,
Damage Immunities,
Condition Immunities, , , , , ,
Actions

Flicker

The wisp can move through a creature's space without provoking opportunity attacks. This ability allows it to dodge incoming attacks with ease and appear in surprising locations.

Life Drain

The wisp targets one creature it can see within 5 feet of it. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The wisp regains hit points equal to the damage dealt.

Luring Light

The wisp emits a bewitching light that can charm creatures within a 30-foot radius. Affected creatures must succeed on a DC 15 Wisdom saving throw or be drawn toward the wisp, treating it as a friend until the end of the wisp’s next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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