Will ODawn
Will ODawn
2153
Climate/Terrain: | Ravenloft |
---|---|
Frequency: | Very rare |
Organization: | Solitary |
Activity Cycle: | Dawn |
Diet: | See below |
Intelligence: | Exceptional (15-16) |
Treasure: | Nil |
Alignment: | Chaotic good |
No. Appearing: | 1 or 1-2 |
Armor Class: | -6 |
Movement: | Fl 18 (A) |
Hit Dice: | 6 |
THAC0: | 15 |
No. of Attacks: | One spell |
Damage/Attack: | Nil |
Special Attacks: | Color spray, hypnotic pattern |
Special Defenses: | Spell immunity, invisibility |
Magic Resistance: | Nil |
Size: | T (1-2 diameter) |
Morale: | Champion (15-16) |
XP Value: | 1,400 |
The will odawn (or feu follet, as it is also called) is perhaps the most mysterious of all will owisp variants, and it is certainly the most helpful. The tiny energy form most frequently appears at dawn, and during this brief period it attempts to aid adventurers and others who are afraid, in pain, lost, or otherwise in trouble. In the dark and troubled land of the Mists, such a creature is truly remarkable.
A will odawn normally appears as a faintly glowing ball of light. Although generally smaller than its malevolent cousin, it is almost impossible to distinguish between the two. A will odawn can somewhat alter its shape and coloring and can easily be mistaken for a lantern, light spell, or other artificial illumination. The creature can become invisible at will, although it can only dampen its glow for 2d6 rounds at a time. A will odawn cannot cast its spells while invisible. Only beings that can sense invisible objects can spot a hidden will odawn.
Will odawns seem to communicate with each other via changes in color and brightness. Given enough time in the presence of these creatures, a person might interpret their language. In most cases, however, the best that can be achieved is a basic understanding of concepts like red means danger or blue means safe.
Combat: Will odawns loathe combat. There are no known instances of a feu follet intentionally harming a living being. The only time will odawns enter battle is to protect themselves or those individuals who merit their assistance.
When in combat, a will odawn normally uses its color spray or hypnotic pattern to either stun or lull its opponents into quiescence. It can use either spell an unlimited number of times, but it can cast only one of either per melee round. The will odawn casts both spells and makes all saving throws as a 9th level wizard.
The will odawn is also fond of leading opponents on a merry chase, attempting to use the natural surroundings to delay or entrap its foes long enough for the will odawn, or those it is helping, to escape. The will odawn is not averse to miring its enemies in a bog or the like, but the creature will not purposely harm even its foes.
The will odawn is immune to all spells except darkness and continual darkness. The former stuns the creature for 1d6 rounds if cast directly at it, while the latter is instantly fatal unless a successful saving throw vs. death is made. The will odawn, like all will owisp variants, is vulnerable to normal weapons.
Habitat/Society: Will odawns are almost always encountered alone. On very rare occasions (5% chance per encounter), two such creatures are encountered together. The will odawn appears only during sunrise and remains active for no more than 20 minutes. After this time, the will odawn normally renders itself invisible and flees the area. On rare occasions when a will odawn has been captured, the creatures golden glow dims and slowly dissipates.
No one knows where the mysterious will odawn goes when it is not aiding others. What is known is that the will odawn aids anyone of good alignment that it meets, although it seldom stays with the beneficiary of its aid for more than a brief period of time. The will odawa can sense good creatures in pain or trouble and will attempt to aid them if at all possible. The aid a will odawn can offer includes leading adventurers to a treasure cache or secret door, helping lost travelers find their way out of a swamp, or distracting evil creatures in a fight. Unfortunately, many people that the will odawn attempts to help do not follow the creature, mistaking it for its evil cousin, the will owisp.
As mentioned above, will odawns communicate through rapid light flashes usually too subtle for humans and demihumans to understand. However, if a will odawn hypnotizes a subject, it can communicate directly with his mind. A will odawn can communicate in this manner with only one individual at a time.
Ecology: The will odawn seems to feed on the energies generated by excited, happy, or otherwise exhilarated minds. Thus, the will odawn attempts to create conditions which cause relief, excitement, or happiness. This apparent feeding on positive emotions renders the will odawn remarkably different from all other will owisp variants.
Last Modified: March 09, 2010, 13:37:02 GMT
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