
Will-o'-Wisp
2014Tiny undead, Chaotic Evil
Armor Class 19
Hit Points 22 ()
Speed 0 ft., fly 50 ft. (hover)
Initiative
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., 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 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 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: , reach 5 ft., one creature. 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 concentration on a spell).