Invisible flying-skull creature (will-o-wisp type) refers to a recurring category of undead-flavored aberrations the party has encountered throughout the Abomination Vaults. They typically manifest as flickering golden or burning skull-lights that conceal dark bodies until they strike [S18]. Core traits established early: they turn invisible between attacks, deal electricity damage, drain life and heal when feeding, and inflict confusion on failed Will saves — a mechanic the party flagged as baiting them into attacking each other [S18, S28]. They are immune to precision damage and to most magic, with Force Barrage being one of the few reliable counters [S24, S28].
The party's first high-stakes encounter was a single higher-level specimen in S24 [S2401:08:14] — an invisible translucent flaming skull lurking inside a blue ribbon of light, visible only when struck or under See Invisibility, and destroyed once forced out of the light. By S40 [S4001:18:58] the creatures had become familiar enough that the party recalled a standing grudge against them, and Venris volunteered to handle them with his ghost-touch rapier-arm.
Later encounters expanded the type. In S44 [S4403:15:24] a level 6 specimen critted a PC for roughly 50 damage in one turn and fed on fear to regain strength. In S45 [S4500:38:53] one fought alongside Nimbaloth cultists, casting Searing Light and Shocking Grasp while regenerating and staying invisible. A unique variant appeared in S55 [S5502:00:20] as a floating woman's head in white light, functioning as a Pharasma-linked undead-flavored air elemental that cast heightened 4th-rank Darkness to interrupt the party's spellcasting. As of S60 [S6002:33:02], two skull-flame wisps ambushed the party in a blood-crusted portcullis hall; one was killed by Veve's bow and the second fled up a staircase to the tavern level and escaped.
S60 Invisible, terror-feeding skull-flame creatures immune to magic, encountered (two of them) in a blood-crusted portcullis hall. They go invisible and shock the party for electricity. One is killed (Veve's bow finishes it); the second flees up a staircase to the tavern level and escapes. Distinct… [S60 · 02:31:39 · turn 1231]
No open hook is currently recorded.
Recent appearances
S60 Invisible, terror-feeding skull-flame creatures immune to magic, encountered (two of them) in a blood-crusted portcullis hall. They go invisible and shock the party for electricity. One is killed (Veve's bow finishes it); the second flees up a staircase to the tavern level and escapes. Distinct… [S60 · 02:31:39 · turn 1231]
S56 Referenced as the ghostly head the party encountered earlier; the hidden ladder/crawlspace inside one menagerie pillar is found to connect to the room where that will-o-wisp was. No new encounter — a connective clue only. [S56 · 01:26:56 · turn 0733]
S55 A unique, magic-immune will-o'-wisp-like ghost manifesting as a floating woman's head shedding deathly white light and humming. Turns invisible, casts heightened (4th-level) Darkness, Sanctuary, and Shocking Grasp, and drains/disrupts the party's spellcasting. Treated as not truly incorporeal for… [S55 · 04:57:31 · turn 2161]
Open hooks
No open hooks are currently recorded.
Relationships
No player-visible relationships are currently recorded.
S18 First met as a swarm of flickering swamp lights that drain energy, shock, and confuse (one hit Abbas with no save). [S18 · 00:53:48 · turn 0226]
S24 A lone higher-level specimen serves as the rescue-encounter boss, hiding in a blue light ribbon and destroyed when forced out. [S24 · 00:12:11]
S28 Faced again as burning skulls; the party recalls having fought 'bright burning skulls' before. [S28 · 01:54:19 · turn 1087]
S40 Flying wisp creatures that join the ghoul fight; the party recalls a prior grudge against them ('we just really hated' the wisps) and Venris volunteers to take care of them with his ghost-touch rapier-arm. [S40 · 01:12:30 · turn 0433]
S44 This session a 'floating skull' in the random encounter is corrected by the GM to a will-o-wisp (level 6) that lights up to attack, crit a PC for ~50 damage in one turn, and feeds on fear to regain strength. Combat unresolved [S44 · 03:13:12 · turn 1775]
S45 An invisible flying creature fought alongside the Nimbaloth cultists. Immune to magic (only non-magical damage applies), it casts Searing Light and Shocking Grasp, regenerates a couple HP, and goes invisible (requiring flat checks to be hit). Venris strikes it with sneak-attack precision. Reused… [S45 · 00:18:07 · turn 0156]
S55 A unique, magic-immune will-o'-wisp-like ghost manifesting as a floating woman's head shedding deathly white light and humming. Turns invisible, casts heightened (4th-level) Darkness, Sanctuary, and Shocking Grasp, and drains/disrupts the party's spellcasting. Treated as not truly incorporeal for… [S55 · 04:57:31 · turn 2161]
S56 Referenced as the ghostly head the party encountered earlier; the hidden ladder/crawlspace inside one menagerie pillar is found to connect to the room where that will-o-wisp was. No new encounter — a connective clue only. [S56 · 01:26:56 · turn 0733]
S60 Invisible, terror-feeding skull-flame creatures immune to magic, encountered (two of them) in a blood-crusted portcullis hall. They go invisible and shock the party for electricity. One is killed (Veve's bow finishes it); the second flees up a staircase to the tavern level and escapes. Distinct… [S60 · 02:31:39 · turn 1231]