Will-o'-Wisp CR: 2 (450XP)
Tiny undead, chaotic evil
Armor Class: 19
Hit Points: 22 (9D4)
Speed:
0 ft
, fly: 50 ft
, can hover
Damage Resistances: Acid, Cold, Fire, Necrotic, Thunder, Bludgeoning, Piercing and Slashing from Non-Magical Attacks.
Damage Immunities: Lightning & Poison.
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained and Unconscious.
Senses: Darkvision 120ft, and Passive Perception 12.
Languages: Understands all languages it knew in life, but cannot speak.
Challenge Rating: 2 (450XP)
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 5ft, One Creature. Hit:
9 (2D8) Lightning Damage.
Invisibilty
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).