Will-o’-Wisp
Tiny undead, chaotic evil
- Armor Class 19
- Hit Points 22 (9d4)
- Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
1 | 28 | 10 | 13 | 14 | 11 |
-5 | +9 | +0 | +1 | +2 | +0 |
- Damage Resistances Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- 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)
- Proficiency Bonus +2
- Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet 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 feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.
- 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).