How to handle a Shambling Mound or Wisps


Advice


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What would be the best tactic for a very low level party (like level 1) to defeat a Shambling Mound or Will-O'-Wisps?

I know running away is always a good option, but what about those XP hungry groups that want to destroy all that oppose them?

I know not to use electricity and fire against a Mound and to preferably stay outside of its reach. Is it basically stay out of reach and shoot arrows and magic missiles at it?

I know wisps are even harder, not even sure the proper way to go after them.

Anyways, just interested in the proper way to approach these creatures if you intend to battle them.

Dark Archive

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Horse Archery can probably kill a shambling mound eventually.

You run from the Wisp. Wisps are hard enough to kill at higher levels. If you don't run from the Wisp you will die.


Why do I have a suspicion that this is a Kingmaker post? The recommendation at 1st level for handling Wisps / Mounds / the invariable time you roll max trolls on the random encounters is... have backup characters ready. The wandering monsters are ruthless at low levels.


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Will O Wisp at 1st level sounds like suicide to me. Run and run fast.

A foe who can become invisible with a move action and has Speed: Fly 50 (perfect) even driving one off without multiple deaths sounds like an accomplishment (or a poorly run monster) unless the circumstances of the encounter seriously favor the party.


Pretty much what Victor said. There is no way outside of a string of poor rolls for the GM and crazy-lucky 20s for the players (and possibly a very generous Crit Deck*) to kill a Wisp as-written at 1st level.

*Of course, if your group has luck with the deck like mine does, you'll have the Shambler and the Wisp run into each other due to the players trying to pull off a "Let's You and Him Fight" maneuver ... which will come back to bite them in the backside later like it did my group >=D

Grand Lodge

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There are times when Running Away is such a better option that any other course means death. Monsters with lots of damage and/or pretty effective damage preventers qualify for first level parties.

If a DM throws these at you at first level, he either wants you to run away or he's a sadistic bastard.


@Father Dagon - You found me out. After all how is one expected to fully explore a hex when a currently unbeatable creature chills out there? However, I am still overall interested in how lower level characters should / would face them, out of curiosity or maniacal DMs.

Since general consensus is to run away, I will attempt to do so in the most sophisticated and manly way possible. Not saying a word and riding the other way at full speed as the party looks on.

Thanks everyone.

Sovereign Court

If you're hungry for XP, keep in mind the following:

Two CR1 monsters are worth the same total amount of XP as one CR3 monster. This formula generally holds: XP doubles every two CR.

However, it's usually MUCH safer to fight two CR X creatures than one CR X+2 creature. If you play it right, you should be able to take down one of the weaker creatures quickly, giving you more leisure to take down the second one.

So if you meet a Wisp or Mound, just run. Troll around for lower-level encounters if you need the XP; know when something is just too much.

---

Horse archery theoretically can take down a mound, I suppose. But not if the mound is in a forest, which has lots of difficult terrain patches, and lots of cover; you often won't have line of fire at safe distances.


Seems like every time my characters have run into a Shambling Mound it has been while neck (okay maybe only knee) deep in muck in some swampy area. Not exactly conducive to out maneuvering a foe while on horseback. Ditto for Will O Wisp ... always seems to occur in 'bog, marsh or swamp' settings.


It may be worth noting that game designers like to metagame the players with their products.

For instance, in Vanilla World of Warcraft there was a string of quests in Stranglethorn. The quest required the player to collect an absurd number of 'pelts' off of beasts in the area. The quantity was absurd because of how little bag space that was had by the typical gamer. The designer in question even admitted the idea was to convince players it was 'good' to leave one or two quests unfinished... and inventory management.

Similarly, the head game designer responsible in Kingsmaker could be trying to convince gamers that it is ok to leave one quest unfinished... or one monster still living... or unliving, whatever the case may be.

Third Mind wrote:

What would be the best tactic for a very low level party (like level 1) to defeat a Shambling Mound or Will-O'-Wisps?

I know running away is always a good option, but what about those XP hungry groups that want to destroy all that oppose them?

I know not to use electricity and fire against a Mound and to preferably stay outside of its reach. Is it basically stay out of reach and shoot arrows and magic missiles at it?

I know wisps are even harder, not even sure the proper way to go after them.

Anyways, just interested in the proper way to approach these creatures if you intend to battle them.

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