Will-o'-Wisp
Will-o'-Wisp
Tiny undead, chaotic evil
- Armor Class 19 (undefined)
- Hit Points 22 (9d4)
- Speed 0 ft., fly 50 ft. (hover)
- STR
1 (-5) - DEX
28 (+9) - CON
10 (+0) - INT
13 (+1) - WIS
14 (+2) - CHA
11 (+0)
- Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning, poison
- Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
- Senses darkvision 120 ft., passive Perception 12
- Languages the languages it knew in life
- Challenge 2 (450 XP)
- Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
- Ephemeral. The will-o'-wisp can't wear or carry anything.
- Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Actions
- Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
- Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).