Hey, adventurers — welcome back to Monster Mondays! This week's guest: **the will-o'-wisp**. And yes, the timing is on purpose. It's October. The nights are getting long. Perfect weather for a spooky little light in the dark. Out in the world, will-o'-wisps are corpse candles or jack-o-lanterns. — Glowing lights that haunt swamps, bogs, battlefields, anywhere people died scared and alone. Folks have told stories about them for centuries: the light bobbing at the edge of the road, just far enough away to follow. The D&D version is more sinister than the folklore, wisps are the souls of evil beings who died in anguish or misery in places steeped in magic. They feed on fear and despair, and they lure the living into quicksand, monster lairs, and deadly ambushes — not by accident, but on purpose. The books even have them working alongside hags, oni, black dragons, and evil cultists. This is something that was already cruel, and death just gave it a new shape. Here's something the books support that most tables never use: you can talk to it. It *was* a person — an evil one, but a person. Ask its name. Ask what it's doing out here. It might lie — it probably will lie — but the conversation is the encounter. Nobody expects that from a floating spooky light. And because it's blisteringly fast, hard to hit, and can vanish completely — light and all — stopping it can be a real problem. So don't give it what it wants. Stay together. And don't follow the light into the bog at midnight. **If you're a player:** Picture it. Night. Rain, maybe. Everyone's tired, the campfire's dying, and whoever's on watch sees it: a pale light, bobbing out past the treeline. Just hanging there. Waiting. **If you're the DM:** My advice: run one wisp, not a swarm. A swarm of wisps is a light show; one wisp is a horror movie. (Groups are completely legitimate encounters — this is a vibe choice, not a rule.) The whole power of this creature is the question "should we follow it," and that question is more powerful when there's only one to follow.