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) |
• Condition Immunities:
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
• Resistances:
acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
• Senses:
darkvision 120 ft.
• Languages:
the languages it knew in life
• Challenge:
2 (450 XP)
• Environments:
Swamp
• 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).