Appearance

A small, drifting fae spirit shaped like a curled leaf‑sprite with a soft green glow. Its light flickers like a candle caught in a breeze, and its eyes shine like dew on moss.

Nature

Lantern‑Wisps are guides, tricksters, and watchers of forgotten woodland paths. They are neither malicious nor benevolent — they simply follow their own ancient whims.


Lantern-Wisp (Fae Spirit)

For Beyond the Wall and Other Adventures

Hit Dice: 1 (4 HP)
Armor: As leather
Attack: Flicker Touch +1 (1 damage + dazzle)
Saving Throw: 15
Movement: As human, but can float over water and brambles
Morale: 6

Special Abilities

  • Dazzling Glow: Once per encounter, a Lantern‑Wisp may flare brightly. All creatures within 10 feet must save or suffer disadvantage on their next attack as their vision swims with afterimages.
  • Guide or Mislead: A Lantern‑Wisp can choose to illuminate a safe path or lure wanderers deeper into the wild. Characters following it gain either advantage or disadvantage on navigation checks, depending on the Wisp’s mood.
  • Fae Resilience: Mundane weapons deal only half damage. Cold iron deals full damage.

Rumours & Hooks

  • Some say a Lantern‑Wisp appears when a lost child cries in the woods.
  • Others claim they gather around ancient stones on moonless nights, whispering in a language older than men.
  • A dying Wisp leaves behind a tiny seed of light — a treasure sought by hedge‑witches and scholars alike.

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