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 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Damage Immunities lightning, poison Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks 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 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).