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).