Will-o'-Wisp

Tiny undead, Chaotic Evil

Armor Class

19

Hit Points

22 (9d4)

Speed

walk 0 ft., fly 50 ft.

Damage Resistances

acid, cold, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

lightning, poison

Condition Immunities

exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft.

Languages

the languages it knew in life

Challenge

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 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 target. 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).

Will-o'-Wisp

Tiny undead, Chaotic Evil

Armor Class

19

Hit Points

22 (9d4)

Speed

walk 0 ft., fly 50 ft.

Damage Resistances

acid, cold, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

cold, lightning, poison

Condition Immunities

exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft.

Languages

the languages it knew in life

Challenge

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 ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Ray of Frost

Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) cold 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).