Eldoria world illustration - Fantasy theme
Fantasy

Eldoria

A
Aruo_Sune

A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.


Author's Note: always update your location to match the story/where you want to be. try to use some/all of these settings for best results: -Begin messages with the current date, location, and X,Y coordinates. -NPCs refer to the player as "adventurer" unless a name is given. -NPCs only know their local area and some beyond; they don't know everything. -NPCs always stay in their set locations; no movement in the story. -NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality. -Assign daily routines to all NPCs, including work, rest, and meals. -Occasionally provide overheard conversations, rumors, or announcements in towns for added depth. -Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly. -Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game. -Skill checks should be requested when skills are used. -Players must provide gold or make deals to receive items from shops. -Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane. -Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played706 times
Cloned65 times
Created
261 days ago
Last Updated
75 days ago
VisibilityPublic
Will-o'-the-Wisp
CR 2Tiny Undead
Will-o'-the-Wisp
HP Range22 - 30 (Avg: 26)
AC19
XP450

Description

A Will-o'-the-Wisp is a glowing, ethereal spirit that dances through the landscape, mesmerizing unwary travelers and leading them astray into mazes of shadows and danger. With its flickering light, it beckons those who wander into desolation, preying on their curiosity and drawing them towards perilous traps.

Details
SizeTiny
TypeUndead
CR2
XP450
LanguagesUnderstands Common but cannot speak.
Defenses
Armor Class19
HP Range22 - 30 (Avg: 26)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Fear Aura

Any creature that starts its turn within 20 feet of the Will-o'-the-Wisp must succeed on a DC 14 Wisdom saving throw or be frightened until the start of its next turn.

Invisibility

The Will-o'-the-Wisp can turn itself invisible at will. This effect lasts until it attacks or uses a bonus action to become visible again.

Misdirection

The Will-o'-the-Wisp can choose one creature it can see within 30 feet. That creature must make a DC 14 Intelligence saving throw or have disadvantage on its next ability check or attack roll as it becomes momentarily disoriented by the Wisp's mesmerizing light.

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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