Draw Steel Promptober ‘25
Day #8: Spirits
Will-o’-the-Wisp Minion
The entrancing flicker of the will-o’-the-wisp carries a supernaturally captivating power. Even the wariest of travelers has been known to follow these tiny floating orbs of multicolored light off the road — and, inevitably, to their doom.
Will-o'-the-Wisp (Level 2 Minion Controller)
Undead, EV 4 for four minions
4 Stamina 5 Speed 0 Stability 2 Free Strike 1T Size
Immunity: Cold 2, corruption 2, poison 2
Weakness: —
Movement: Fly, hover
Captained: +2 speed
Might 0
Agility +1
Reason -2
Intuition +1
Presence +2
Chilling Phasing: The wisp can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object. The first time in a round that any wisp moves through a creature, that creature takes 2 cold damage. The wisp doesn’t take damage from being force-moved into objects.
Detonate: When the wisp is reduced to 0 Stamina, grabbed, restrained, or knocked prone, they burst into a necromantic flare, dealing 2 corruption damage to each adjacent enemy.
Follow Me! 2d10 + 2 Signature Ability
Magic, Ranged, Strike Main action
Distance Ranged 5 Target One creature or object per minion
≤11 1 cold damage; R<0 pull 1
12–16 2 cold damage; R<1 pull 2
17+ 3 cold damage; R<2 pull 3
Effect: Each wisp adding their free strike value to this ability may increase the forced movement distance by 1 instead.
Flavor: Follow the dancing lights, and you may never return home.
Jonas Tintenseher Powered by Draw Steel
I was really tempted to make a consumable alcohol, but then I realized there's no traditional (undead) will-o'-the-wisp type enemy in the game — elemental motes just don't capture that spooky flavor. It's Day 8 of #ttrpgpromptober in Draw Steel! #promptober #drawsteel #spirits #willothewisp #wisps