Fantasy
Ruins, enchanted forests, and hidden secrets galore, all encompassed by a looming Infernal threat!
Author's Note: **TO AVOID SPOILERS, DON'T LOOK AT ANY SETTINGS OR INSPECT ANY CHARACTERS. IT'S BEST TO GO IN BLIND.**
This custom game has tons of races to choose from, as well as a multitude of NPC's and monsters to interact with. Get lost in the story of an internal struggle between infernal forces that are brewing deep within the land, or forge your own adventure, independent of what goes on entirely!
I personally recommend using Friends and Fables turn based combat feature, and due to the mass amounts of NPC's, locking game-changing/story-altering memories if you have the capability to do so. Some races have racial abilities that might come in handy, so make sure to ask Franz about it at the beginning of your game, and lock it into his memory as well!
Played | 33 times |
Cloned | 0 times |
Created | 59 days ago |
Last Updated | 31 days ago |
Visibility | Public |

HP Range40 - 50 (Avg: 45)
AC15
XP450
Description
A malevolent spirit that lures travelers into danger with its eerie glow. It thrives on the fear and despair of its victims, feeding off their life force as they wander aimlessly in the dark.
Details
Size | Small |
Type | Undead |
CR | 2 |
XP | 450 |
Languages | Understands Common but cannot speak. |
Defenses
Armor Class | 15 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Radiant |
Damage Resistances | Necrotic, Poison |
Damage Immunities | Psychic |
Condition Immunities | Charmed, Frightened, Paralyzed |
Actions
Life Drain
The Will-o’-Wisp can make a melee spell attack against a creature within 5 feet. On a hit, the target takes 2d6 necrotic damage, and the Wisp regains hit points equal to the damage dealt.
Luring Light
The Will-o’-Wisp emits a soft glow that can charm creatures within 30 feet. Affected creatures must succeed on a DC 13 Wisdom saving throw or be drawn towards the Wisp, moving directly towards it on their next turn.