Will-o'-Wisp

Tiny undead, chaotic evil

Challenge:

2 /

XP:

450

Armor Class:

19

Hit Points:

22 (9d4)

Flying Speed:

50
StrDexConIntWisCha
+1+28+10+13+14+11

Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

The languages it knew in life

Damage Immunities:

Lightning, Poison

Condition Immunities:

Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

Traits

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.

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).

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