Wisp: Neon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Daz Candyman

Wisp: Neon CR: 7

Medium undead, spectral , unaligned
Armor Class: 15
Hit Points: 161-175
Speed: , fly: 30 ft , can hover

STR

13 +1

DEX

14 +2

CON

15 +2

INT

2 -4

WIS

10 +0

CHA

12 +1

Saving Throws: Charisma Strength Constitution
Skills:

Incorporeal Movement.

The 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.

Growing Lust.

The wisp can become a large sized creature or bigger depending on how much health they have drained from a victim. likewise they can also decrease in size if their hp drops by a certain amount as well. Standard size change will be in incriments of 10. However it cannot truly be killed. when reduced to 0 HP it becomes a small floating ball of light that can be placed in a jar. if left alone the wisp will regenerate in 3 days.

Misty Form.

The wisp can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing.
Damage Vulnerabilities: Radiant
Damage Resistances: Bludgeoning, slashing, piercing from nonmagical weapons, lighting, Fire
Damage Immunities: Necrotic, Cold, Poison
Condition Immunities: Charmed, Poison, Petrification, Slow, Exhaustion
Senses: Dark Vison:60 Feet Life Sense:90 Feet
Languages: Common, Wisp
Challenge Rating: 7

Actions

Possession (Recharge 6).

One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

 

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

While under the possession of a wisp the target will proceed to grow to a larg size and gain both the THICC and HYPER attribute.

Life Drain.

The wisp touches one creature in its space. The target must succeed on a DC: 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6+3) 2d6+3 necrotic damage, the wisp regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. If the wisp would regain more hit points than the maximum amount then those become temporary hit points.

Withering touch.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) 4d6+3 necrotic damage.
Gun show.

The wisp preforms an alluring gesture. All Male creatures within a 30ft radius must succeed on a DC 10 harisma check or become charmed. Those that succeed the check have advantage on succeeding rolls until a long rest is taken.

Pounding.
Meelee Weapon Attack: +6 to hit, reach 10ft(5 additional ft if large sized or biger)., one target, Hit 15 (3d6+2) 3d6+2 bludgoning damage. Wisp gains 1d12 hp on hit, if target is grappled target takes an additional 3d6 necrotic damage and wisp heals by that amount.

Reactions

Neon Bright

As a reaction the neon wisp can brighten itself to a blinding degree, each creature within seeing distance must make a DC 13 dexterity saving throw or become blinded.

Ghostly grapple

If the wisp is attacked or a creature is leaving attack range the wisp may preform a grapple on the target. It gains a +4 in addition to the roll on strength.

Longing in Undeath:

A sex-driven spirit, a Wisp is the swarm of many souls in a single body seeking carnal pleasure once denied by their departure, while Neons are the customary Wisps to find lurking in haunted dungeons and cemeteries with far too many bodies to confine. A combination of pure lust of those who satisfied too many sexual needs with the sexual frustration of those who never satisfied their own desires. Dominant tops by nature, they only seek to fuck a warm, living being, while unable to find pleasure among each other. The longer a Wisp is deprived of his final pleasure, the bigger and more relentless it becomes. To avoid Neon Wisps, make sure the bodies are buried at least 4 ft away from each other and wept by a prostitue of their desired gender.

Neon: Dominant tops, drain the lifeforce of those they fuck.

Suggested Environments

Any place of death


Created by

Scott_B.

Statblock Type

Monster

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